Space Engineers

Space Engineers

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Official Guide: Script modding guide
By George.Mamakos
Space Engineers can be modded in many ways; you can add new skyboxes, animations, models, etc. You can also mod the game’s behavior by creating small or large scripts. Read this guide to learn how.
 
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Script modding Guide
Welcome to the game script modding.

Our game can be modded in many ways; you can add new skyboxes, animations, models, etc. You can also mod the game’s behavior by creating small or large scripts.

The behavior of script modding is the same as any other mod. You can upload your scripts to workshop and subscribe them to other user scripts. You don’t need to build anything or provide dlls. All you need is to upload .cs files to workshop.
We understand that the beginning might be hard, so we prepared a small batch file that will setup everything for you. You can find it at: Steam\SteamApps\common\SpaceEngineers\Tools\PrepareScriptMod.bat (or in the location that you installed Space Engineers). When you run this batch file, it will prepare a solution, project and set-up references to game dll’s. It will also prepare two sample script files. You can run it more times, each time it will create new script directory. After running this script it will also open it in visual studio (you can get a free version here: http://go.microsoft.com/?linkid=9832256&clcid=0x409 or here http://go.microsoft.com/?linkid=9863608). After opening, you can use intelligence for code generation. Also you can build your scripts to see if there is any compilation error. You don’t need to worry about temporary compilation files since they won’t be sent to steam when you publish your mod.

You can select your new mod inside the game in the mod selection. From there, you can also publish your mod.

Please feel free to mod our game!
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7 Comments
Tom_X Aug 21, 2015 @ 7:23pm 
Finally ,I found the bat at Steam\steamapps\common\SpaceEngineersModSDK.
Camulorix May 27, 2015 @ 8:27pm 
I think this guide is outdated. I can only find 2 .bat files for models.
But there's another way to get there (you need a little knowledge of VS)

1. Optional: Get Code from Github and open solution
2. Create new C# Console project
3. Add reference to in-game API (Sandbox.Common.dll according to reddit or use the code from Github)
4. Start scripting. Just add a dummy class around your script. See http://www.reddit.com/r/spaceengineers/comments/2r1j1q/scripting_in_visual_studio/
5. If you want to compile (not run) the code using VS, add a static Main() :)
Darth Vader Apr 19, 2015 @ 12:48pm 
where is the music and whats it caled i wanna know
MyProfile Feb 19, 2015 @ 2:02pm 
The entirety of Visual Studio is free to download and use now.
Free weekend + (learningC#) == I'm definitely giving this game a go.
Not Pavel Jan 17, 2015 @ 4:06pm 
"... you can use intelligence for code generation ..."
I think that should be IntelliSense, right?
mccorkle Jan 15, 2015 @ 4:29pm 
Thanks George! My background is in server coding (mostly Java, Python, Php), so tools like VS2013 and setting up solutions is all new to me. I'm really glad you guys added this bat file and some samples to the distributed package. I just figured this out after my second of third day of goofing with the beacon mod, so maybe this will help other people that are new to VS / C# / modding as well.
Geneticus Jan 15, 2015 @ 12:54pm 
I wasn't aware this was even an issue for anyone. Any chance of getting the debugger linked in to the game to step through script execution? or getting the API documented? or snippets? how to get/set X?