Mod Support
Posted: Wed Apr 16, 2014 9:54 am
So the kickstrter backers got an early heads up on a new feature that has been worked on and now opening it up to everyone to know. Colonisation: Moonbase will have mod support, there are some good and bad news on this front though. Due to the continued extended development time required at this point mod support will be fully implemented after release. The good news is though the functionality could be added sooner, 85% of the functionality of the mod support is in it is the super easy UI that I want to develop that will have to come after release. Here is the kickstarter information I released and should explain all about the mod support
What will this mod support look like?Well the one thing I wanted to do is make it super easy for people to make all kinds of mods, this means no extra tools or downloads, there will be a specific menu in the front end for mods to create and add, most of the cleanup of code, while has helped me develop the game easier and get some performance back has also meant that adding additional content is possible straight from within the game.So what can you mod?Well if you really wanted to you can mod the original content, while this will not be possible from within the game itself it is completely possible by editing a database.What can you mod in game.Well you can add as many buildings as you like, setting up their resource cost, income and outcome, description, name, how many colonists will work there etc. just like any other building in the game.For buildings you will need to get a 3D model and texture, these can be created by yourself or obtained through other sources available on the internet, there will be some setup required to get the texture working in game and giving them correct naming convention.Missions, you will be able to add your own set of missions to the game to run alongside the normally available missions. These can follow any scheme that the current missions will followThe plan is then to make this easy to package up and then unpack into another copy of the game, avoiding mod mixing problems allowing you to add as many as you like without any interference from each other.While these are all possible, unfortunately the UI to make this all super easy will take some time to do and while might be an awesome addition to the game, its not essential to the games release. As mentioned above in its current form there is some mod support, if enough interest is shown in modding the game before the official UI is made I can potentially finish it up to get some basic mod support going. What you will definitely need to add a mod without the UI is an sqlite database editor, for those who want to add 3D content you will either need to find a model of the internet that will fit specific requirements (the UI will hopefully get around most of these) or the best approach is to model the content yourself in a 3D modeling program. As to textures for the 3D content, again you can use existing textures if you wish however the specular (shiny surface) and emmisive (glowing / light emitting) have a specific requirements to follow and it is suggested that you have 2D editing software like photoshop. If there is interest in modding please post below and I will do a short write up on the specifics mentioned above so that you can start making mods while the mod support is being added.
What will this mod support look like?Well the one thing I wanted to do is make it super easy for people to make all kinds of mods, this means no extra tools or downloads, there will be a specific menu in the front end for mods to create and add, most of the cleanup of code, while has helped me develop the game easier and get some performance back has also meant that adding additional content is possible straight from within the game.So what can you mod?Well if you really wanted to you can mod the original content, while this will not be possible from within the game itself it is completely possible by editing a database.What can you mod in game.Well you can add as many buildings as you like, setting up their resource cost, income and outcome, description, name, how many colonists will work there etc. just like any other building in the game.For buildings you will need to get a 3D model and texture, these can be created by yourself or obtained through other sources available on the internet, there will be some setup required to get the texture working in game and giving them correct naming convention.Missions, you will be able to add your own set of missions to the game to run alongside the normally available missions. These can follow any scheme that the current missions will followThe plan is then to make this easy to package up and then unpack into another copy of the game, avoiding mod mixing problems allowing you to add as many as you like without any interference from each other.While these are all possible, unfortunately the UI to make this all super easy will take some time to do and while might be an awesome addition to the game, its not essential to the games release. As mentioned above in its current form there is some mod support, if enough interest is shown in modding the game before the official UI is made I can potentially finish it up to get some basic mod support going. What you will definitely need to add a mod without the UI is an sqlite database editor, for those who want to add 3D content you will either need to find a model of the internet that will fit specific requirements (the UI will hopefully get around most of these) or the best approach is to model the content yourself in a 3D modeling program. As to textures for the 3D content, again you can use existing textures if you wish however the specular (shiny surface) and emmisive (glowing / light emitting) have a specific requirements to follow and it is suggested that you have 2D editing software like photoshop. If there is interest in modding please post below and I will do a short write up on the specifics mentioned above so that you can start making mods while the mod support is being added.