Space Engineers

Space Engineers

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Official: Space Engineers - Modding guide Downloading, using and creating mods
By Marek Rosa
This guide will show you how to download mods from Steam Workshop, use them in game and create your own mods. The guide includes detailed tutorials on how to make your own mods from scratch and share them with others. Examples of mods serve as a base for creating your own content by uising code and paths shown in the mod files.
 
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Using mods:
There's new tags on Steam Workshop: "World" and "Mod"

1) Go to Steam Workshop, select mods (right part of screen), subscribe to mods you want
2) Start Space Engineers
3) Select New Game or Load game
4) Go to Edit Settings
5) Click "Mods" button
6) Double-click mods you want to have active for current world
7) Start the game!

You can sort mods in Mods screen.
When multiple mods changes one thing (e.g. skybox), the mod which is loaded last (bottom most in list) will have priority.

Local vs. Workshop mods:
When you start developing a new mod, you create a mod folder locally on your system.
When you're satisfied with your mod, you can publish it to Steam Workshop.
Now you have two mods, one local and one on Steam Workshop.
You can update local mod and then publish it to Steam Workshop again, this should overwrite the previous version.

Multiplayer:
Offline games can use local mods and workshop mods with any visibility
Multi-player can use only workshop mods with public visibility (default)
If the client who is joining the game fails to download a mod (e.g. because it's private or local), bad things will happen.
Creating mods:
What can be modded:
- skybox
- cube blocks, components, ingots, ore, asteroid materials
- character models, animations
- custom character animations (waving, facepalm...)
- transparent materials (useful for thruster glow)
- cargo ship (only partially)

What can't be modded yet:
- scenarios and prefabs
- missile launcher projectiles
- audio
- ammo magazines
- GUI

Directory structure:
Mods directory: C:\Users\{username}\AppData\Roaming\SpaceEngineers\Mods\

Here you see mods directory, there is one local mod (SkyboxMilkyWay) and two mods downloaded from workshop.
Downloaded mods are zip files, you can rename it to .zip and open to see what's inside.


Inside SkyboxMilkyWay:
"Data" - similar to Content/Data in game directory
"Textures" - similar to Content/Textures in game directory
"modinfo.sbmi" - automatically create after publishing mod to Steam Workshop
"thumb.jpg" - mod preview image, created by mod author

Download SkyboxMilkyWay here: http://mirror.keenswh.com/Temp/SkyboxMilkyWay.zip
There can be other directories, like "Models"


Creating new mod:
Create new directory in C:\Users\{username}\AppData\Roaming\SpaceEngineers\Mods\
Put modified content into this directory (see section Content Modification)
Create thumb.jpg (preview image)
Run the game
Go to Edit world settings (select new game or load game in main menu)
Click mods button
Click your mod and press Publish
(it's good to test your mod first before publishing)

Another Example - sphere block:
We'll create new mod, which will define new block: Sphere
I have prepared mwm model of Sphere, see here how to make mwm model: http://www.spaceengineersgame.com/modding.html

1) Create directory C:\Users\{username}\AppData\Roaming\SpaceEngineers\Mods\SphereBlock
2) Create directory C:\Users\{username}\AppData\Roaming\SpaceEngineers\Mods\SphereBlock\Data
3) Create directory C:\Users\{username}\AppData\Roaming\SpaceEngineers\Mods\SphereBlock\Models
4) Copy "Sphere.mwm" into "SphereBlock\Models"
5) Create "SphereBlock\thumb.jpg"
6) Create empty file "SphereBlock\Data\CubeBlocks_Sphere.sbc"
7) Paste block definition into file:

<?xml version="1.0"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<CubeBlocks>
<Definition>
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>LargeSphereBlock</SubtypeId> <!-- Unique block subtypeId -->
</Id>
<DisplayName>Large Sphere</DisplayName> <!-- Name visible in game -->
<Icon>Textures\GUI\Icons\Cubes\window</Icon> <!-- Lets use window icon for our sphere -->
<CubeSize>Large</CubeSize> <!-- We're making large block -->
<BlockTopology>TriangleMesh</BlockTopology> <!-- Use TriangleMesh (unless you want to make new deformable armor) -->
<Size x="1" y="1" z="1" /> <!-- Size in blocks is 1x1x1 (just one block) -->
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Sphere</Model> <!-- Model path -->
<Components>
<Component Subtype="InteriorPlate" Count="12" />
<Component Subtype="Construction" Count="8" />
<Component Subtype="SmallTube" Count="4" />
</Components>
<CriticalComponent Subtype="Construction" Index="0" />
<BlockPairName>SphereBlockPairName</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>10</BuildTimeSeconds>
</Definition>
</CubeBlocks>
<BlockPositions>
<BlockPosition>
<Name>SphereBlockPairName</Name>
<Position>
<X>-3</X>
<Y>-3</Y>
</Position>
</BlockPosition>
</BlockPositions>
</Definitions>

Models must be in directory "Models" otherwise game would not load it.
Definitions must be in directory "Data", otherwise game would not load it.
I've uploaded mod to workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=294468758

ADVANCED TOPICS:
Content modification:
See directory "Content/Data" inside game dir, there's all game data definitions.
Including cube blocks, character models, blueprints, environmental settings (skybox and sun settings) and many other things.
Many of these definitions require additional files, like textures and models.
These paths must be specified relative to mod directory or content directory.

E.g. file "Textures\BackgroundCube\Final\MilkyWay" from SkyboxMilkyWay mod
will be search there:
C:\Users\{username}\AppData\Roaming\SpaceEngineers\Mods\SkyboxMilkyWay\Textures\BackgroundCube\Final\MilkyWay.dds
{SpaceEngineersDir}\Content\Textures\BackgroundCube\Final\MilkyWay.dds

note: ".dds" extension is automatically added for textures

In mod, you can reference only files from current mod and original content, one mod cannot use files from different mod!
Game won't load textures and models from mod, unless there's some definition file in mod referencing it.

E.g. when mod contains only this file "Textures\BackgroundCube\Final\BackgroundCube.dds" (same file name as original skybox)
Game won't load it. You have to add Environment.sbc and put the path here.

Content handling in game:
Game loads original content first.
The first mod added to the game will automatically overwrite files it needs to replace in the original game files.
If a second mod is added, and it also makes changes to the same game files the first mod changed, no changes will be made, as the first mod loaded into the game has priority.

E.g.
In original content, there's cube block definition with TypeId "Drill" and SubtypeId "LargeBlockDrill".
When mod defines cube block with TypeId "Drill" and SubtypeId "LargeBlockDrill", it will overwrite original block
When mod defines cube block with TypeId "Drill" and SubtypeId "LargeCrazyDrill", it will add new type of drill
When mod wants to disable this drill, it should add this definition:

<Definition xsi:type="MyObjectBuilder_ShipDrillDefinition">
<Id>
<TypeId>Drill</TypeId>
<SubtypeId>LargeBlockDrill</SubtypeId>
</Id>
<Enabled>false</Enabled>
</Definition>
Mod examples:
Here is a list of MODs that can serve as an example and base for creating your own mods. By analyzing the .sbc and .xml code you can find out the way to create any mode you want.

To get in to the mods and see the files, go to C:\Users\User\AppData\Roaming\SpaceEngineers\Mods and rename the mod.sgm to mod.zip and than unzip the file. After this operation, you will be able to see the inside of mod and the mod will be visible in game mod screen with a folder icon.

KEEN SWH Sky box:
- This mode allows you to change the sky box in the game
http://steamcommunity.com/sharedfiles/filedetails/?id=294422098&searchtext=

KEEN SWH Game block:
- This mode has a test block that can be built inside the game and works both on large and small ships
http://steamcommunity.com/sharedfiles/filedetails/?id=295867526&searchtext=

KEEN SWH Character reskin:
- This mode includes two reskin designs of astronauts, Engineer and Pirate
- This mode is a pack, which means you can set more astronaut desings in to a mode and create themed astronaut designs to create more specific faction designs or a story line in your worlds
http://steamcommunity.com/sharedfiles/filedetails/?id=296192689&searchtext=

KEEN SWH Salute gesture animation:
- This mode includes one gesture animation
- Mod file also includes xml and fbx file for better understandig the mod creation
- For better understanding of gesture animation modding, see the Gesture animation modding section in this guide
http://steamcommunity.com/sharedfiles/filedetails/?id=297208992&searchtext=

KEEN SWH Medium thruster:
- Only for large ship
- This mode shows possibilities of thruster modding
- Now you can make your own trhusters, set color, effects and power
- For better understanding of gesture animation modding, see the Thrusters modding section in this guide
http://steamcommunity.com/sharedfiles/filedetails/?id=297207615&searchtext=
Creating or editing game content:
To find out more about how to create a game asset, or edit the existing one, visit pages liested below:

- Introduction to modding the Space Engineers
http://www.spaceengineersgame.com/modding.html

- Creating game assets
http://www.spaceengineersgame.com/advanced-3d-models-guide.html

- Tutorial on how to create collision models for created assets
http://www.spaceengineersgame.com/moddable-collision-models.html

- Official forum focused at modding community
http://forums.keenswh.com/?forum=325599
Gesture Animation modding:
Custom character animations - as mods and playable by toolbar

Download KEEN SWH Salute gesture animation from the link below, for better understanding of how to mod an animation

http://steamcommunity.com/sharedfiles/filedetails/?id=297208992&searchtext=

To get in to the mods and see the files, go to C:\Users\User\AppData\Roaming\SpaceEngineers\Mods and rename the mod.sgm to mod.zip and than unzip the file. After this operation, you will be able to see the inside of mod and the mod will be visible in game mod screen with a folder icon.

To start:

1. Make animation in animation software like 3ds Max, Maya, Motion Builder, Blender, XSI Softimage, etc. You must use our FBX file Astronaut(for example idle.fbx)

2. Export animation to FBX, in our case it’s call salute.fbx and put this fbx to Tools folder:


C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Tools

3. When you run only MwmBuilder.exe, it’s creating only salute.mwm. When you want create also xml file, you must run MwmBuilder.exe with parameter /e(to do so, go to Total Commander, select MwmBuilder.exe, CTRL+ENTER and down write /e, hit ENTER), now MwmBuilder create xml for you, it will looks like this:

<?xml version="1.0"?>
<Model Name="Default">
<Parameter Name="Centered">false</Parameter>
<Parameter Name="RescaleFactor">0.01</Parameter>
<Parameter Name="RescaleToLengthInMeters">false</Parameter>
<Parameter Name="SpecularPower">10</Parameter>
<Parameter Name="SpecularShininess">0.8</Parameter>
</Model>

4. Run MwmBuilder.exe /e one more time and you get also material in xml, like this:
<?xml version="1.0"?>
<Model Name="Default">
<Parameter Name="Centered">false</Parameter>
<Parameter Name="RescaleFactor">0.01</Parameter>
<Parameter Name="RescaleToLengthInMeters">false</Parameter>
<Parameter Name="SpecularPower">10</Parameter>
<Parameter Name="SpecularShininess">0.8</Parameter>
<Material Name="Bag">
<Parameter Name="SpecularIntensity">0</Parameter>
<Parameter Name="SpecularPower">2</Parameter>
<Parameter Name="DiffuseColorX">255</Parameter>
<Parameter Name="DiffuseColorY">255</Parameter>
<Parameter Name="DiffuseColorZ">255</Parameter>
<Parameter Name="Texture">Textures\Models\Characters\Astronaut\Astronaut_de.dds</Parameter>
<Parameter Name="Technique">1D4D1C8564003FA4077ECC56DCC30354</Parameter>
</Material>
<Material Name="Astronaut">
<Parameter Name="SpecularIntensity">0</Parameter>
<Parameter Name="SpecularPower">2</Parameter>
<Parameter Name="DiffuseColorX">255</Parameter>
<Parameter Name="DiffuseColorY">255</Parameter>
<Parameter Name="DiffuseColorZ">255</Parameter>
<Parameter Name="Texture">Textures\Models\Characters\Astronaut\Astronaut_de.dds</Parameter>
<Parameter Name="Technique">1D4D1C8564003FA4077ECC56DCC30354</Parameter>
</Material>
<Material Name="Head1">
<Parameter Name="SpecularIntensity">0</Parameter>
<Parameter Name="SpecularPower">2</Parameter>
<Parameter Name="DiffuseColorX">255</Parameter>
<Parameter Name="DiffuseColorY">255</Parameter>
<Parameter Name="DiffuseColorZ">255</Parameter>
<Parameter Name="Texture">Textures\Models\Characters\Astronaut\Astronaut_de.dds</Parameter>
<Parameter Name="Technique">1D4D1C8564003FA4077ECC56DCC30354</Parameter>
</Material>
<Material Name="Astronaut_glass">
<Parameter Name="SpecularIntensity">0</Parameter>
<Parameter Name="SpecularPower">2</Parameter>
<Parameter Name="DiffuseColorX">255</Parameter>
<Parameter Name="DiffuseColorY">255</Parameter>
<Parameter Name="DiffuseColorZ">255</Parameter>
<Parameter Name="Texture">Textures\Models\Characters\Astronaut\Astronaut_de.dds</Parameter>
<Parameter Name="Technique">1D4D1C8564003FA4077ECC56DCC30354</Parameter>
</Material>
<Material Name="Light">
<Parameter Name="SpecularIntensity">0</Parameter>
<Parameter Name="SpecularPower">2</Parameter>
<Parameter Name="DiffuseColorX">255</Parameter>
<Parameter Name="DiffuseColorY">255</Parameter>
<Parameter Name="DiffuseColorZ">255</Parameter>
<Parameter Name="Texture">Textures\Models\Characters\Astronaut\Astronaut_de.dds</Parameter>
<Parameter Name="Technique">1D4D1C8564003FA4077ECC56DCC30354</Parameter>
</Material>
</Model>

5. Re-write

<Parameter Name="Technique">1D4D1C8564003FA4077ECC56DCC30354</Parameter>
To

<Parameter Name="Technique">MESH</Parameter>

6. Add under <Parameter Name="Centered">False</Parameter> line:

<Parameter Name="RotationY">180</Parameter>


7. Run MwmBuilder.exe one more time, now without /e.
8. Now our salute.mwm is ready to use
9. Copy this mwm to SpaceEngineers\Content\Models\Characters\Animations\ or folder of your choose.
10. Go to SpaceEngineers\Content\Data\ where you find Animations.sbc
11. Now we must add our animation
12. Copy animation definition for example:

<Animation>
<Id>
<TypeId>AnimationDefinition</TypeId>
<SubtypeId>Victory</SubtypeId>
</Id>
<DisplayName>Victory</DisplayName>
<Description>Victory</Description>
<Icon>Textures\GUI\Icons\Fake</Icon>
<AnimationModel>Models\Characters\Animations\victory</AnimationModel>
<ClipIndex>0</ClipIndex>
<InfluenceArea>RightHand LeftHand</InfluenceArea>
<Public>true</Public>
<AllowInCockpit>false</AllowInCockpit>
<AllowWithWeapon>true</AllowWithWeapon>
</Animation>

13. Rename in our case “Victory” in <SubtypeId>, <DisplayName>, <Description> to “Salute”
14. In <Icon>Textures\GUI\Icons\Fake</Icon> set path to you icon.
15. In <AnimationModel> insert your path to mwm file what you create, in our case

<AnimationModel>Models\Characters\Animations\salute</AnimationModel>

16. Setup <InfluenceArea>, Influences are: Body (whole model), RightHand. Lefthand, RightFingers, LeftFingers or Head. In our case it will be RightHand

<InfluenceArea>RightHand</InfluenceArea>

17. AllowInCockpit> and <AllowWithWeapon> will be “true” or “false” depend if you want to play your animation in Cockpit or with weapon or tool.
18. Save Animation.sbc
19. Now you can launch game and you will see you animation in G-screen





Thrusters modding part 1/2:
Custom Thrusters Modding Guide

For a thruster mod example, download medium thruster mod http://steamcommunity.com/sharedfiles/filedetails/?id=297207615&searchtext=

To get in to the mods and see the files, go to C:\Users\User\AppData\Roaming\SpaceEngineers\Mods and rename the mod.sgm to mod.zip and than unzip the file. After this operation, you will be able to see the inside of mod and the mod will be visible in game mod screen with a folder icon.

To start:

1. Construct a model in any modelling software with an FBX export option (Maya, Max etc)
2. Ensure the model has correct dummies in place. Dummies must be placed where you’d like the exhaust flame to appear, You can have as many exhaust flames as you want, but only the first one will do damage (for now). Dummies must be named ‘’thrusters_flame_1’’
3. Export the model (and dummies) as an FBX, and place it in this file:


C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Tools

4. Next you’re going to need to make a Collision model, for information on how to do so, go to this page here: http://www.spaceengineersgame.com/moddable-collision-models.html

5. When you run only MwmBuilder.exe, it’s only creating the .mwm file. When you also need an xml file. To get this XML file, do the following:
a. You can run MwmBuilder.exe with parameter /e (to do so, go to Total Commander, select MwmBuilder.exe, CTRL+ENTER and down write /e, hit ENTER), now MwmBuilder create xml for you, it will looks like this:

<?xml version="1.0"?>
<Model Name="Default">
<Parameter Name="Centered">false</Parameter>
<Parameter Name="RescaleFactor">0.01</Parameter>
<Parameter Name="RescaleToLengthInMeters">false</Parameter>
<Parameter Name="SpecularPower">10</Parameter>
<Parameter Name="SpecularShininess">0.8</Parameter>
</Model>
b. If you have created XMLs before, and know how to edit their contents, you can do so without having to run the MWMbuilder with the parameters. Just create a blank .txt file, and add all the required information.


6. Once you have created the actual model file, it’s time to add it into the game, and this is where the real moddability is.

7. Navigate to your CubeBlocks.sbc, you will find this here: C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Content\Data. And open it with any text editor, we recommend notepad++.

a. In Cubeblocks, you have the ability to add and change any parameter that the thruster will use. Use CTL-F to find the large thruster in the base game in cubeblocks:

<Definition xsi:type="MyObjectBuilder_ThrustDefinition">
<Id>
<TypeId>Thrust</TypeId>
<SubtypeId>LargeBlockLargeThrust</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_LargeThrust</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\thrust_large.dds</Icon>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="3" y="2" z="4" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\ThrustLarge.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="100" />
<Component Subtype="Construction" Count="70" />
<Component Subtype="LargeTube" Count="40" />
<Component Subtype="Thrust" Count="960" />
<Component Subtype="Construction" Count="30" />
<Component Subtype="SteelPlate" Count="50" />
</Components>
<CriticalComponent Subtype="Thrust" Index="0" />
<MountPoints>
<MountPoint Side="Top" StartX="0" StartY="0" EndX="3" EndY="2" />
<MountPoint Side="Bottom" StartX="0" StartY="2" EndX="3" EndY="4" />
<MountPoint Side="Left" StartX="2" StartY="0" EndX="4" EndY="2" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="2" EndY="2" />
<MountPoint Side="Back" StartX="0" StartY="0" EndX="3" EndY="2" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.16" File="Models\Cubes\Large\ThrustLargeConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\ThrustLargeConstruction_2.mwm" />
<Model BuildPercentUpperBound="0.49" File="Models\Cubes\Large\ThrustLargeConstruction_3.mwm" />
<Model BuildPercentUpperBound="0.83" File="Models\Cubes\Large\ThrustLargeConstruction_4.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\ThrustLargeConstruction_5.mwm" />
</BuildProgressModels>
<BlockPairName>LargeThrust</BlockPairName>
<Center x="1" y="0" z="2" />
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>
<ForceMagnitude>1200000</ForceMagnitude>
<MaxPowerConsumption>6.72</MaxPowerConsumption>
<MinPowerConsumption>0.000002</MinPowerConsumption>
<FlameDamageLengthScale>0.6</FlameDamageLengthScale>
<FlameLengthScale>1.15</FlameLengthScale>
<FlameIdleColor>
<X>0.2745098</X>
<Y>0.4090196</Y>
<Z>0.6505882</Z>
<W>0.75</W>
</FlameIdleColor>
<FlameFullColor>
<X>0.2745098</X>
<Y>0.4090196</Y>
<Z>0.6505882</Z>
<W>0.75</W>
</FlameFullColor>
<FlamePointMaterial>EngineThrustMiddle</FlamePointMaterial>
<FlameLengthMaterial>EngineThrustMiddle</FlameLengthMaterial>
<FlameGlareMaterial>GlareLsThrustLarge</FlameGlareMaterial>
<FlameVisibilityDistance>700</FlameVisibilityDistance>
<FlameGlareSize>0.779</FlameGlareSize>
<FlameGlareQuerySize>3</FlameGlareQuerySize>
</Definition>

Continue with Thruster modding part 2/2
Thrusters modding part 2/2:
This can see extremely daunting at first, but the definition is actually rather simple:

- The TypeID must be set to Thrust, otherwise the game will not recognize it as a thruster.

- The SubtypeID can be anything you want, but it must be unique.

- The Display name is what will be displayed in game in the G-screen when you hover over it, and what will be displayed when the block is looked at with a tool.

- The Icon path is where the icon for your block should be placed.

- The Cubesize determines what block type you can place the block on, ‘Large’ means it can be placed on large ships and stations, and ‘Small’ means small ships. This part of the definition MUST be in this format, with a capital letter at the start, else the game will not recognize it.

- Block Topology must be set to TriangleMesh, anything else will not be recognized by the game.

- The Size dictates how large the block will be in game in XYZ, the number refers to the amount of blocks. EG: Large Containers are 3x3x3, Refineries are 2x2x4.

- The components refers to the amount of construction components needed to build the block in survival.

- The mount points refer to where on the model objects can be placed, and at what points the model can be connected to other models. EG: An interior light can only be placed on surfaces where its geometry touches other geometry, it cannot be mounted with its geometry floating, even though the block fills up a 1x1x1 block space in the grid.

- The build progress models are the construction models, seen in game in order when you weld something, or in reverse when you grind it, this requires more models to be made and placed in the corresponding directories.

- BlockPairName must be unique and refer to something to do with the model, it will be used later on.

- Center is where the block will be rotated around.

- The mirroring options should be left as they are in all other blocks.

- EdgeType is the type of edging that will be used on the block (only works on armor blocks)

- Build-Time is the amount of time it takes to weld the block from 0-100% in survival on 1x setting.

- Now we come to the parts of the definition that are unique to thrusters:

- Force Magnitude – The amount of force the thruster can give when at 100% power, Use other thrusters for reference on how powerful you want your thruster to be.

- MaxPowerConsumption Is the amount of power that will be consumed when the thruster is firing at 100%, as before, use other thrusters and blocks for reference, A huge thruster with massive force magnitude would probably use a lot more power than the default thrusters, unless it’s some super-efficient design.

- MinPowerConsumption is the amount of power the thruster will use when idle.

- FlameDamageLegnthScale is the length of the flame when at full power than can do thruster damage.

- FlameLegnthScale is the length of flame when at full power, and may not be the same as the damage setting, as the end of the flame may not have the required power to damage armor, for example.

- FlameIdleColor and FlameFullColor are exactly what you’d expect, the color of the flame at full, and idle operating ranges. This number between 1 and 0 for XYZ and W, represents the RGBA values of the color. The RGB is calculated by 100/255*X, with X being the value you want. The A value is the alpha, with 0 being 100% transparent, and 1 being completely opaque.

- FlamePointMaterial, FlameLegnthmaterial and FlameGlareMaterial are all texture files which dictate the material used for the flame, these can be edited by changing these files, which can be found in the game directory. Although we suggest you just use the default ones, and change the color and scale.

- Flame Visibility distance is the distance in game what you can see the thruster flame, use this when considering performance issues.

As previously stated, these settings can be quite difficult to get right as they are rather confusing. When trying to perfect a mod, trial and error with these settings is your best bet, do so until you get the desired result 
Once you have this definition correct in Cubeblocks.sbc, and you have checked for syntax errors and other grammatical, or file-name typos, it’s time to add this block into the game.
Save the cubeblocks file with the changes you have made, and move the thruster .mwm file you have made into this directory:
C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Content\Models\Cubes\Large
(If making small thruster, place it into the Cubes\Small folder instead.

Now that the model file is in place, and your CubeBlocks has been changed, it’s time to load up the game and see if your model is working.
If for some reason your block doesn’t work, then you’ve made a mistake somewhere along the line, which is entirely possible as it’s extremely hard to get everything right first time. You can look at the log file and see which part of the loading process went wrong.
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41 Comments
DaviusLitricus Jul 19, 2018 @ 4:22pm 
hey since 20/07/2018 cant use the mods i have downloaded cant understand why and there is no option to use them nether select them since the multiplayer overhaul can anyone give me a solution thx in advance
Rodiercz Sep 9, 2016 @ 12:01pm 
1) Go to Steam Workshop, select mods (right part of screen), subscribe to mods you want
2) Start Space Engineers
3) Select New Game or Load game
4) Go to Edit Settings --- how to get in Edit settings? I dont see this in game. help !
5) Click "Mods" button
6) Double-click mods you want to have active for current world
7) Start the game!
Inglorious_Bastard Jan 9, 2016 @ 2:52am 
Where can I go to ask for help making a mod?
nxterminator579 Jan 8, 2016 @ 11:09am 
would you mind updating this with a little more depth based on possibilities now available and links to the official how-to's for each type of mod or something like this? It has never been updated since the day of release
Ace OneShot Dec 27, 2015 @ 1:04pm 
Is there a way to restrict a mod for admin use only?
cork Nov 24, 2015 @ 9:59pm 
there are no havoc tools available( Not any way to find it. May be some other way to make collisions?
EnjoyCoke Oct 13, 2015 @ 5:00pm 
Hey, any chance you can help me on what file to locate if I want to change the view of a camera?
I'd like to change the cameras (or rather, make a second block for interior cameras) with a 360 field of view, without the ability to zoom.
I've been looking around in the \data folder, but all I get from the .sbc file is the size of the camera and its component costs :(
Krypt Jul 2, 2015 @ 4:22am 
How can I add tag for my published mod? I googling it 3 hours, but nothing.
Novtrox Jun 17, 2015 @ 8:54am 
Update your Guide You can Mod Audio and Scenarios
(TDSL)dragonleader10 May 28, 2015 @ 8:53am 
can you make a video for this no one wants to sit here reading it all for hours