Space Engineers - How to setup Visual Studio and create a simple mod
This is a short tutorial that shows how to create a simple mod by using the API tools released in the last update 01.048. With the API tools, players can bring function to their creations and share the mods with others through Steam Workshop. The mod that is programmed in this tutorial can be found at http://steamcommunity.com/sharedfiles/filedetails/?id=315572550 .
We hope this tutorial will help you learn and understand the possibilities of API features.
Official API Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=315625486
More example mods on Steam Workshop:
- Mission 1 map http://steamcommunity.com/sharedfiles/filedetails/?id=315629274
- Mission 1 script http://steamcommunity.com/sharedfiles/filedetails/?id=315628704
- Ore dispensor http://steamcommunity.com/sharedfiles/filedetails/?id=315572550
- Hello beacon http://steamcommunity.com/sharedfiles/filedetails/?id=315635351
Details about a code:
IMySensorBlock.StateChange
- event which is raised when first entity enters the sensor or last on leaves it
- 'bool' argument is true when first entity entered, false when last entity left
Object builders are data definitions, it's 1:1 to XML files (both definitions and saves)
Most entities are created from object builders
Sensor.Position (X,Y,Z)
- position of cube in grid (ship or station)
- relative to grid
- integer coordinates
Sensor.WorldMatrix.Translation (X,Y,Z)
- absolute position of object in world
- floating point number coordinates
See more:
link to ModAPI guide
http://www.SpaceEngineersGame.com/
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