Plugins #26
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Bringing the convo in the Art discussion here:
Just some thoughts: Would plugins be abe to hook into the the simulation(s) using their own code? This could allow plugin developers to customize even further. How would custom themes, sounds, ships, planetary systems, etc be configured? Would there be .cfg files that define these? (Just thinking about the process for developing a plugin here) How could different plugins interact? As an example, in kerbal space program, there's something called ModuleManager (used my 90%+ of mods) that can make broad changes to all parts that have particular attributes. For example, an MM config could tell the program that all crew-carrying parts should be given a life support module, regardless of what other mod they might be from. |
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I've written about plugins on the blog already.
Tl;dr: Plugins are how Thorium Nova will be configured, and how those configurations are shared. This includes
Plugins can be combined and can have dependency on each other, so a ship in one plugin could use ship systems from another plugin.
I'm planning on re-implementing the same plugin system that was used in Thorium Nova Prime (the old version I worked on last year). Any objections?
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