![]() (IE the parent nodes of the node marked for editing must match those of the target node in terms of name) Note that this will not randomly edit an Orbit node - only one in the exact same location, in another file. In the above example, instead of declaring a node named 'Orbit', we are instead telling Module Manager to patch an already existing Orbit node. This way, users can add and remove planet packs at will without having to go into the config files and swapping things out manually.Īlthough writing configs largely comes down to Nodes and Values, there are several handy commands that you can leave in your code for ModuleManager to use. We will be using the 'Module Manager' plugin to patch Kopernicus' config file instead. Rather, Kopernicus internally has a config file, which we will be altering - and this is very important - indirectly. Making planets is largely the product of simply placing the correctly named nodes in the right locations, and supplying the right config values with the right data.Ĭontrary to what some might expect, we are not actually writing a piece of code for Kopernicus. Y can be many different kinds of data, for example a line of text (a 'string', as it is called in programming languages), a whole number (also known as an integer), or a number with decimals (also known as a 'float' or a 'double', depending on the situation). The other kind of config entry is called a 'Config Value', and these appear as follows:Īs you can see, a config value is always in the format of 'X = Y', where X is the name of the Config Value and Y is the data assigned to it. (Notepad++ automatically highlights opening and closing bracket pairs, which is why it is pretty much industry standard when making planets.) These appear as follows:Īs you can see, the name of the node is followed up by an opening bracket, which is in turn followed up by the node's contents, then lastly - and this is very, very important - the closing bracket. Let's get to editing it!įirstly, there are two kinds of config entries that you must memorize. The file name is actually not that important, but it's recommended to name config files properly so that you know just from the name what it contains. So, in this case, we would write Tutora.cfg. cfg behind it, and select All Files in the drop-down menu following Save as typeįor this tutorial, we will be making a planet called Tutora. txt as we will not be saving in this format. Once you have settled on a nice saving location, write the name of your planet and remove the. We'll go over organizing said data later, for now, let's focus on not cluttering the hard drive and storing all mod info in a similar location. Recommended is to create a folder for your mod somewhere (your desktop, for example) and using that folder to store all of your planet pack's data. Navigate to a location that you will be creating your mod at. Let's start by creating one! For Notepad users, simply open up Notepad, then head to File -> Save As. The first step when making planets is knowing the basics of config files. ![]() Terrestrial planets do not require textures to function. The only objects that require the use of image editors and such are gas planets and stars.In fact, if you're going to be advising SpaceEngine, I'm glaring at you.) (No, you do not need textures or image editors of any kind.Notepad can do the job, but Notepad++ is highly recommended. For Version: 1.3.X (Planets will work in 1.4, but the map exporter won't, so we'll be using 1.3 for this tutorial).Those seeking a way to vent said creativity will be delighted to learn that, with the Kopernicus plugin's existence, it is now possible to modify the planetary system in Kerbal Space Program, allowing for new planets to be added and existing planets to be modified or removed entirely. This tutorial is designed for those with a relentless, creative spirit.
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