Space Engineers - How to setup Visual Studio and create a simple mod

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Published on ● Video Link: https://www.youtube.com/watch?v=gAh1bNfRLPw



Space Engineers
Game:
Category:
Guide
Duration: 9:05
61,172 views
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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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