Juno: New Origins has a set of stock mod tools that greatly simplify the creation of mods for non-mobile platforms. The game allows for simpler modifications that do work on mobile (like adding packs of prebuilt subassemblies, allowing them to be shown in the parts list with custom icons, or adding custom themes to change the colors of the GUI), but this post is going to be dedicated to the computer-only mods.
To get you started Aram has made a short-ish video tutorial explaining the basics, and if you like a more in-depth text version, Nathan and William have made a suite of tutorials on the basics, from installing Unity to adding custom elements to the interface:
He's also released a couple of script examples for you to try out:
- Assets.Scripts.Mod
- Assets.Scripts.Ui.MainMenuModButtonScript
- Assets.Scripts.Ui.ModTestDialogScript
- MainMenuModButton.xml
- ModTestDialog.xml
We have also made available our Mod API documentation if you want to peak through what is available without having to decompile the game or navigate Visual Studio to see what is there.
Last but not least, some extra assets not bundled in the mod tools can be downloaded here.
If you want to be part of the modding community, modders have gathered in a Discord Server under the name of Complex Rockets. If you want to give modding a try and you want to ask questions directly to the existing modders and to some of the developers of the game you are welcome! We have a small modding community, there's a huge potential waiting to be uncovered!
Alternatively, if you want to benefit from the tools offered by SpaceDock, the well-known mod-sharing platform for KSP, they have added a section for JNO so you can upload your mods there too https://spacedock.info/juno.
How possible and pc
@Pedro, ok. Thanks for letting me know.
@VectorY you can make a mod to do anything, the barrier is the difficulty
Can we make mods that allow us to repair parts, generate fuel, warp between multiple star systems in a galaxy (via hyperdrive), spawn parts crafts or subassemblies midflight, generate systems and or planets midflight, process fuel, or add floating islands and or caves to planets in the planet studio?
@TheStewcooker You could have it as an independent download, similar to how Parallax handles the data for the mod, just tell whoever is installing where to drop it
@Pedro Okay, but what would be the best way to package that up into a mod file?
@TheStewcooker you don't need to mod the game to do custom careers, you can find the career files in
C:\Users\User\AppData\LocalLow\Jundroo\SimpleRockets 2\Career
, just duplicate the Default folder, rename it and ready to go.How can I add and edit custom missions using this? I don't see any of the XML files for missions or tech tree in the Unity project, and I'd like to know how to bundle these files in my mod
how can i manipulate planetstudio with mods?
@wli0526 Juno: New Origins uses the C# programming language, while Roblox Studio uses Lua, thus meaning it is incompatible.
I recommend you to first get familiarized with programming in general, then jump into Unity, and finally start to mod based on the tutorials that are provided here.
Can also use roblox studio make it?
@Pedro :-)
@TomKerbal the power in fuel cells is going to be addressed in the next update
Hello dear collegues! I have fought my way through everything until chapter "Rocket Engines". But what I wanna do is a mod for the misdesigned fuel cells. Is there a .unitypackage for the electric parts available somewhere ?
Is there any methods to create a localization mod for PC version? Though I'm able to read English but still some kind of inconvenient...
@Alsky no
Is mobile mode possible?
Thanks, @ChaoticGraviton
@Bwahahaest if you can run unity, you probably could build the mod, but not test it.
Can IOS users make mods?
@Pedro what do you mean by prebuilt assemblies being mobile mods then? where are they?
@SCRxb980 mobile phones do not support mods
Can I add a few mods to my phone when updating?
@NeptuneX no
Can mods be made downloadable on Android and iOS?