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.

Getting Started

Mod Tutorial: Getting Started
Mod Tutorial: Rocket Engines
Mod Tutorial: UI Basics
Mod Tutorial: Inspector Panels

FAQ

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.


Comments

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    How are you able to update data/text? Such as I have multiple variables containing data about the craft. The problem is that they dont update. I tried a while loop and a IEnumerator in which none of them worked. How can I get it to update? It is being used in Text Models. Sorry for all the questions im just stuck on this one.

    3 months ago
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    18.2k pedro16797

    The tutorials have to be updated to prompt people to use unity 2019.2

    3 months ago
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    1,378 McDuetchVan

    @AndrewGarrison thank you so much!

    3 months ago
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    @McDuetchVan You could check the fuelSource.FuelType.Id to just add to certain fuel types. Check the Propulsion.xml for fuel type IDs.

    3 months ago
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    1,378 McDuetchVan

    @AndrewGarrison so would that work if I just pasted it into the parts script? Also how would I be able to just add certain fuels? Sorry for all the questions.

    3 months ago
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    @McDuetchVan Something like this should do the trick:

    foreach (var fuelSource in this.CraftScript.FuelSources.FuelSources)
    {
        fuelSource.AddFuel(100);
        fuelSource.RemoveFuel(100);
    }

    +1 3 months ago
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    1,378 McDuetchVan

    Is there a function I could use to add/subtract from a crafts fuel in a parts script? Im sorta new to this so any advice will help.

    3 months ago
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    100 JoshuaW

    My most wanted feature of SR2/SP modding:
    Custom I/O channels (in other words more spare input channels) for existing parts !

    For example, vanilla rotators can only be controlled by existing game inputs (pitch, roll, trim etc), when I want to control it with a custom variable, either one of the existing channels should be occupied, either I have to make a new rotator by my own, which is super complex and brings tons of problems.

    Plz plz help me with this, just add like 16 more "trim"s with different names, shouldn't be a huge challenge.

    5 months ago
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    @Mrmaraunet ICraftScript.FlightData has a bunch of stuff related to velocity and altitude. Game.Instance.FlightScene.CraftNode.CraftScript.FlightData I think is how you would go about accessing that stuff in a script.

    +1 5 months ago
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    3,597 Mrmaraunet

    also is there a script/function to get infos on the craft like speed/height?

    5 months ago
  • Profile image
    3,597 Mrmaraunet

    @AnotherFireFox I would like to know too

    5 months ago
  • Profile image

    @MorrissetteAirplaneCo yes

    5 months ago
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    @NathanMikeska mm... i think im gonna reinstall

    5 months ago
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    Since you seem like online, how can I place a thrust vector or whatever-you-call-it to tell the engine to where it should thrust?

    5 months ago
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    @SuperCracket Are you building on Windows but didn't install MacOS build components when installing Unity? You need both Windows and MacOS build components installed to build a release version of your mod, but you should be able to successfully build a debug version. Is that the issue you are seeing or is it something different?

    5 months ago
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    @AnotherFireFox Ive done it so i removed it some error just kinda happened

    5 months ago
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    @NathanMikeska Im pretty new at Mod support.
    I was following all steps when an error happened.
    Number 7 did not happen meaning there's no such folders and somewhere it says that my version does not support it meaning it will fail or error to load.What im using is Unity 2018.3.8f1 and it says i should use that version although im using it.Was it part of that?or i just need to install Mac Support something showed like that so i can make mods on windows.btw the Mod failed to load.any help would be appreciated.

    5 months ago
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    @SuperCracket step 6 is the easiest above all. If you can't find SimpleRockets tab in menu bar, you haven't imported modtool properly.

    5 months ago
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    18.2k pedro16797

    @NathanMikeska old SP mod tutorials may work until you have updated ones

    5 months ago
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    @NathanMikeska thanks

    5 months ago
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    @legohelobilly You mean step 3? I was talking about the Window menu in the menu bar at the top of Unity. There may be a video tutorial at some point. I'm working on a text/image tutorial or two now, but not done yet.

    5 months ago
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    @NathanMikeska Can u make a video of how to do this? I can't seem to locate the window folder in step 2.

    5 months ago
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    @Mrmaraunet You can't directly edit our scripts, but you can use a tool like ILSpy to poke around in them.

    5 months ago
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    3,597 Mrmaraunet

    Is there a way to see/edit scripts since they are ddl?

    5 months ago
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    @PorkyClown3 I'm not sure what you mean? I'm looking for a way to see that rocket burn 85+ seconds in the previous version, then load it in the new version and see it burn 52 seconds. Right now, I see it burn 52 seconds in both, which sounds like what I'd expect.

    5 months ago
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