Download Links and Setting Up the SDK.

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SDK Installation

Make sure your library filter is set to show 'Tools'.

WIP Warning: The KitHack HackKit is still being worked on and isn't available for download yet. It will become available in the very near future.

The HackKit is distributed on Steam as a companion tool to the main game. If you own KitHack Model Club, you should find the KitHack HackKit in your Steam Library.


The Installation process is the same as for any other Steam title. Simply click the Install button, and Steam will automatically download and install the SDK at the selected location.



The location of the SDK install does not need to be on the same drive as the main game. You will configure the file paths to the game and other programs later in the Configurator Tool.



SDK Configurator

The HackKit can be launched from the Steam Library. Doing so will open the SDK Configurator tool:


Sdkconfigurator.png


The configurator tool provides multiple options to help you get started in Modding, but most importantly, it allows you to set up required file paths, so various SDK tools and projects can locate files and resolve references.


It also features quick access options to download the correct versions of needed software, as well as handy links to find the SDK files or open documentation.

Creating your Mod

Regardless of which mod type you are making, your first step is to Create a Mod Folder and set up a ModCFG file.

.modcfg Files

As well as a mod folder, all addon mods need to have a .modcfg file. This file is like an index into your mod content.

ModCFG files tell the game what content the mod contains, and where to find it. These files can also contain new definitions as well, for things like Part Resources, Parts List categories and filtering options, and so on.

The ModCFG file is essentially a table of contents for your mod. If it isn't listed there, the game will not load it.

Have a look at the ModCFG files in the basegame folder for reference and examples. You can have multiple ModCFG files for different things in your mod folder, or you can combine it all into one file.

You can name your ModCFG file anything you want, as long as it has the .modcfg extension.

Supported Mod Content

There are several types of content you can create, and some require different tools. A mod pack can contain any combination of the following:

Config Mods

Config Mods are the simplest type of mod, requiring only a text editor. Read more about Creating Config Mods here.

Parts and Maps

Addon mods such as new parts or maps are made in Unity itself. For these, the SDK includes the KitHackAddons_Unity project. It's the fastest way to get started making addons. You can learn more about it on the Unity Addons Project Overview page.

C# Plugins

Plugin Mods are code mods, and those are created in Visual Studio. Check out the Visual Studio Setup Guide to get started with a Plugin project.

Localizations

New Localization files can also be added as mod content. These are slightly different from other mod types, in that they don't require being listed in the ModCFG file (you still need the file for your mod folder to be seen).

The game will load any CSV file located inside the /Addons folder system saved with the .loc extension.

CSV (comma-separated values) files are simply text files, containing a table of terms and their translations to different languages. There are a number of tools available for editing csv datasheets, and most spreadsheet programs like Excel or Google Sheets are able to export tables to CSV format.

Have a look at Creating Translations to learn more about how to add new language content to the game.


(Currently) Unsupported Mod Content

The game is currently not able to load certain kinds of content from mod assets. Support for these is hopefully going to be implemented in future updates:

  • Vehicle Editor Decals
  • Scenario Editor Props
  • Player Avatar customization items (hats, hairstyles, etc)