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Setting up IDE

Discussion in 'Modding API' started by Knut Ola Nøsen, Jun 21, 2019.

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  1. Knut Ola Nøsen

    Knut Ola Nøsen Trainee Engineer

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    So i want to learn modding for SE but all the examples and tutorials i find are for graphical purposes such as overriding the looks of a block by adding an XML file that describes looks and blocktype.
    I wish to do more complex things like tweak the max ship speed limit, missile speed or a block that can control thrusters and maneuvers towards enemy ships. Surely i wont be doing this in XML files as the tutorials seem to suggest.

    How would i go about setting up Visual Studio for writing C# code for modding and how would i package and deploy it?
     
  2. Digi

    Digi Senior Engineer

    Messages:
    2,393
    Well similar to this: https://forum.keenswh.com/threads/setup-visual-studio-for-se-programming.7385455/#post-1286989996

    That guide is an old one for PB scripting, don't use the example template.
    References should be: netstandard.dll, all Sandbox, SpaceEngineers, VRage prefixed dlls, and optionally ProtoBuf.Net.Core.dll.
    All of these from the game's Bin64, don't download any libs!

    Then your *.cs files go in <Mod>/Data/Scripts/<Folder>/*.cs

    And some examples: https://github.com/THDigi/SE-ModScr...pts/Examples/BasicExample_GameLogicAndSession
     
    Last edited: May 18, 2020
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