Config Nodes
What is a ConfigNode?
ConfigNodes are a data storage / settings format that is used by KSP. They are most commonly used in .cfg
files, but you can find them inside of .craft
and .sfs
files too.
Whenever you want to modify anything in KSP, you will have to deal with ConfigNodes.
A Config Node consists of three parts:
- header
- values
- subnodes
Only the header is required, the other parts are optional, which means that you can create a ConfigNode which is empty.
Header
You declare a ConfigNode by writing down a name, followed by a pair of curly braces. So, if we would want to create a node called Kopernicus
, you would write it like this:
Kopernicus
{
}
It is required to pay attention to the indentation of the braces, since every opened brace will need to be closed again. Also, if your brace layout is incorrect, it might happen that a node becomes a subnode of another node, and the mod that is parsing them doesn’t find the node.
Values
If you want to add values to your ConfigNode, you need a key and a value. The key is most likely predefined by the mod you are trying to configure, the value is something you need to choose.
Kopernicus
{
name = My cool system
}
Make sure you use a fixed indentation level (4 spaces in this example), so your config stays clean and readable. Also make sure that your editor doesn’t mix tabs and spaces, since tabs can have a dynamic width. A config that looks good to you might look totally horrible to a person that wants to read it. The best way would be to use only tabs (so no spaces at all!), or to have your editor convert all tabs into spaces automatically.
Subnodes
Since adding all values into the same ConfigNode could get messy at some point, mods can structure them into subnodes. This means, that every node can contain an unlimited amount of other nodes. The “main” node, i.e. the node in the .cfg
file that isn’t enclosed by another one, is then called the root or the root-node
Kopernicus
{
name = My cool system
Body
{
name = Kerbin
Properties
{
description = That blue ball around the Sun
}
}
}
In this example, the node Kopernicus
is the root node, and Body
and Properties
are subnodes of their respective parent.
Comments
To structure your config file even more you can and should make use of comments: KSP will ignore everything that is behind two forward slashes while parsing the file. You can use this to explain certain parts of the file and what they do, or leave reminders to yourself.
Kopernicus
{
// Naming the system
name = My cool system
// Creating my first body
Body
{
// I have heard this name before...
name = Kerbin
// Access the properties of the body
Properties
{
// Describing Kerbin
description = That blue ball around the Sun
}
}
}
Tips and Tricks
ConfigNodes don’t care about whether a key already exists, they will happily accept two occurences of a key or a node name in the same parent node. However, how these values get handled depends on the mod you are modifying. Some mods will use the last one, others the first one. Unless it is explicitly supported to have more than one value / node with the same name, you should always avoid them.
To make sure that you are correctly opening and closing your ConfigNodes, you can use this simple trick: Simply add the name of the node behind the closing brace as a comment:
Kopernicus
{
// Naming the system
name = My cool system
// Creating my first body
Body
{
// I have heard this name before...
name = Kerbin
// Access the properties of the body
Properties
{
// Describing Kerbin
description = That blue ball around the Sun
} // Properties
} // Body
} // Kopernicus
That way you can always tell where you actually added the node.
ModuleManager
One of the biggest problems of config nodes is, that they don’t allow you to easily modify an already existing config. The only way to do this in stock KSP would be to overwrite the file, which would make it very hard to:
- Revert the change
- Mix multiple mods that attempt to change the file
A mod that fixes this problem for us is ModuleManager: It allows you to write your configs as patches that are later parsed and applied to the configurations in memory, i.e. while the game is loaded. The files on your harddrive don’t get modified. Since ModuleManager has lots of advanced features that you probably will never need, this tutorial will only cover the most basic ones:
- Editing
- Copying
- Deleting
- Conditions
Editing
Editing is probably the most important functionality that ModuleManager provides. It works by prefixing a node or a value with @
. This indicates, that MM should search for a node (or value) with the specified name, and then apply the contained changes to it. If you are editing a node, their contents are merged (i.e. values get added), but when you edit a value, it’s content is overwritten.
@Kopernicus
{
name = My name!
}
This config would edit the first node called Kopernicus
that it could find, and then add the value name = My name!
to it. That means, if you would apply it to this node:
Kopernicus
{
name = Banana
}
the result would be:
Kopernicus
{
name = Banana
name = My name!
}
You see that it has added a second instance of the name
value.
Now, if you wanted to edit the name value that already exists, you would prefix the name with @
. Pay attention that you keep the @
prefix on the parent node! Without that, MM would not realize that the whole config is supposed to be a patch, and just search for something to edit in the node itself.
@Kopernicus
{
@name = My name!
}
However, the @
prefix only works if the name that is specified exists as a value or node. If the name
value wouldn’t exist in the original node that is being edited, MM would just ignore it. If you need to place a value somewhere, but you don’t know whether it already exists or not, you can use the %
prefix, which means “edit-or-create”.
Copying
When you have understood editing, copying is fairly easy. Using the +
prefix, you can create a copy of a node (and only a node!) in the same place where MM found the original one. The body of the node is then parsed by MM as if you would edit the node, so you can change properties like names or ID’s.
Kopernicus
{
Body
{
name = Banana
works = False
}
}
@Kopernicus
{
+Body
{
@name = Nabana
}
}
This config would produce this result:
Kopernicus
{
Body
{
name = Banana
works = False
}
Body
{
name = Nabana
works = False
}
}
Deleting
Sometimes you have to get rid of a node or a value entirely. You can do this, by using the !
prefix. You still need to define a correct node / value though! This means that this: !Banana
would be invalid. You have to use !Banana { }
to delete a node and !banana = DEL
to delete a value. Note that the value of !banana
doesn’t matter, but it has to be there.
Kopernicus
{
Body
{
name = Banana
}
}
@Kopernicus
{
!Body { }
}
would result in
Kopernicus
{
}
Conditions
All configs that were previously shown would apply themselves to the first node they can find that matches their name. This is undesired in most cases, since you want to be able to finetune the config of a specific body or part etc. ModuleManager can, instead of selecting the first matching one, select configs based on their values. To do this, you have to add :HAS[#name[value]]
to the name of the node. name
is the key of the value you want to select, and value
it’s value. If the value doesn’t matter to you, you can use a wildcard, that will match everything: :HAS[#name[*]]
. You can also negate the selection, :HAS[~name[value]]
will select a config that doesn’t have a property with the specified name.
:NEEDS[]
The :NEEDS
condition allows a config to specify its dependencies. The config will not run if the specified mod is not installed. The name of the mod will most commonly be the folder name in GameData. Sometimes, the name of the mod will be the name of the .dll
file, which can be found by right-clicking the file on Windows and selecting Properties. For nested mods in GameData, the name can be found in the config (the :FOR
condition discussed later). For example, putting :NEEDS[Fruits]
after the node name makes the config run only if the mod Fruits
is installed.
:FOR[]
:FOR[]
specifies the mod that the config belongs to. It can be used if the mod is located in a nested folder inside GameData. Usually, not every config in a mod will need to include the :FOR[]
condition.
Mod Order
Module Manager loads mods in a certain order according to their conditions.
:FIRST
- Configs with no condition
:BEFORE[]
:FOR[]
:AFTER[]
:LAST[]
:FINAL
Each of the conditions except for :FINAL
accept a mod to go before/for/after/last. Mod names are discussed in the :NEEDS[]
section.
TODO: :FOR, :AFTER