Space Engineers

Space Engineers

Dedicated Essentials Client Side Mod
69 Comments
Jimmacle Sep 11, 2017 @ 1:47pm 
Note: This mod is not compatible with or necessary for the Essentials plugin for Torch.
TUGs | The Unprofessional Gamer Dec 29, 2016 @ 3:54pm 
Yes,using it for month now :)
MinusTaurus Dec 29, 2016 @ 3:46pm 
is this legit?
TUGs | The Unprofessional Gamer Mar 27, 2016 @ 2:55am 
Essentials Server Extender isnt working right now,right?!
ALIEN [ESP] Feb 21, 2016 @ 4:45am 
I do not understand, what is the directory to decompress?
ALIEN [ESP] Feb 21, 2016 @ 4:45am 
I do not understand, what is the directory to decompress?
AuTo Dec 6, 2015 @ 3:52am 
Just a little misunderstanding thats bothered me for the long while Ive used this.
On Git, it is worded as such:
"If you're just using the archive provided, just unzip the archive into it's own sub directory off the Mods directory of your world instance."

English is a hard language and that can be taken as 3 different locations. And it still confuses me, no matter how many times I do this haha. I do recommend providing an example path to where you wish it to be extracted. It'll help a lot of others whose first language was other than that of english.
J0K3R6397 Nov 21, 2015 @ 10:22am 
The link you posted goes nowhere -- "Keen Software House Forums - Error
The requested page could not be found."

Seems the links are still out of date :P
rolenthedeep Nov 20, 2015 @ 10:15pm 
@z51aj17 Did you read the description? This mod doesn't do anything on its own. The links are out of date; go here http://forum.keenswh.com/threads/se-server-extender-current-releases-and-plugins then go to the last page to get the latest files.
J0K3R6397 Nov 20, 2015 @ 7:43pm 
I still have no idea how to use this, how to determine if it's even running, or anything else for that matter. Some input would be greatly appreciated!
rolenthedeep Nov 20, 2015 @ 6:17pm 
If your server gives an error initializing the mod, try this patched version http://steamcommunity.com/sharedfiles/filedetails/?id=559202083
Hugh Bris Nov 17, 2015 @ 10:26pm 
Getting a errors with the mod on my server starting with

Compilation of 340095691.sbm_DedicatedEssentialsMod failed:
2015-11-18 01:21:09.968 - Thread: 7 -> MOD_ERROR: 340095691.sbm_DedicatedEssentialsMod
2015-11-18 01:21:09.968 - Thread: 7 -> in file: 340095691.sbm_DedicatedEssentialsMod
2015-11-18 01:21:09.968 - Thread: 7 -> c:\Windows\Temp\erm4lcy1.5.cs(136,11) : error CS1502: The best overloaded method match for 'Sandbox.ModAPI.IMyEntities.TryGetEntityById(long, out VRage.ModAPI.IMyEntity)' has some invalid arguments
Stollie Nov 16, 2015 @ 4:48am 
It shows up in the plugins section of extender (when you make place it in the mods section of C:\Users\<yourname>\AppData\Roaming\SpaceEngineersDedicated\Mods, the two recent releases don't seem to be playing nice together though and essentials crashes my server upon login...
J0K3R6397 Nov 14, 2015 @ 1:54am 
How do I use the commands? When I run my server, it runs in a cmd window, and I see nothing out of the ordinary in-game either. I would like to schedule timed restarts.

Thanks!
BOZO MASTER Nov 10, 2015 @ 9:37am 
This looks awesome, but the only thing that I haven't seen anywhere, is how to fucking use it. Like, how in the blue fuck do I even open the in-game gui?!
Elsephire Nov 2, 2015 @ 5:23pm 
2015-11-03 02:17:18.877 - Thread: 5 -> Compilation of 340095691.sbm_DedicatedEssentialsMod failed:
beamer91 Oct 4, 2015 @ 8:04pm 
The link i posted below gives the releases of server extender. if he/ she post a new one then it will be listed there. for the server side of essentials you can go here [github.com].
FPC Sep 30, 2015 @ 10:42pm 
Had trouble getting the essentials working. However, I was not the one working it so will have to ask for specifics. Is there a newer version perhaps? Thought we had the latest based on that link.
tyrsis  [author] Sep 30, 2015 @ 8:10pm 
Yes please read the description, this mod is only for use with essentials, which is a mod for extender. This is not a standalone mod.
beamer91 Sep 30, 2015 @ 7:58pm 
For thoses trying to get this mod to work use the new version of server extender [github.com] and essentials should work
FPC Sep 28, 2015 @ 6:41pm 
Tyrsis: This still working?
Ventruros - (Laurel COOPER) Sep 6, 2015 @ 4:29am 
I have the same problem .. i dont know where i have to put the folder of the essential plugin .. i Need help .. if some one can give me an answer .. thx
MinusTaurus Aug 1, 2015 @ 6:42am 
i have problems getting this plugin going on my server

i have put the essentials plugin into the mods folder and also added the workshop addon, but it wont show up in the plugins list of SESE

any help please?
ProtocolPalpatine Jun 13, 2015 @ 11:12am 
EVERYTIME I TRY TO RUN THIS MOD my server wont boot it stays in starting mode and never actually starts. yes seever exteneder is installed on the server
Wulf_Jarlson May 13, 2015 @ 12:09pm 
The GPS hud spam is my only complaint with this.
Katanata posted a couple of months ago about adding your GPS and Waypoints mod to allow us to turn off the GPS display.
Is adding your GPS mod the only current solution?
Do you plan to allow us to turn off the GPS display ingame or with a config setting?
I aplogize if this has been addressed again and again. I looked back a few pages, I may have missed it.

Thank you for your efforts and the better sim speed we enjoy due to them.
Valour4eva May 3, 2015 @ 9:01pm 
Im still confused on where you even install/unzip the essentials plugin. In the Mod section of the instance?
DrOmega Apr 25, 2015 @ 4:13pm 
Nice work, I've just started looking into the ModAPI, and you've added some nice features. I'm still investigating, but I might as well ask: Is there anyway to detect blocks that were deleted by a hacker and restore them? Or even who the hacker was so they can be banned by steamid? I can think of a few ways perhaps, but you would know better than me at this point. Please let me know your thoughts, Thanks!
shotwn Apr 20, 2015 @ 6:55pm 
Also I couldn't figure out how to use conquest game mode..
shotwn Apr 20, 2015 @ 6:54pm 
I really need protected entities to work.
I am placing several "places" in my server that will be part of a story.
But when people are able to grind them up I am not able to make my server go public...
Katanata Mar 19, 2015 @ 9:25am 
Great mod! If someone want to remove coords in the top, add "GPS and Waypoints" mod and then write "/wp position" twice ingame.
KevinC Mar 2, 2015 @ 7:46am 
Sorry, wasn't clear: Looking to use the Extender as a service (have it setup, just not tested) but be able to connect to that service using the GUI. Being limited to just using the in-game chat would be painful. Is that the purpose of the Extender GUI?
Goblox Mar 2, 2015 @ 7:24am 
There is no way to turn the coords off at the top (it's on the list apparently). There is no way to use Extender with the Vanilla executable running as a service that I'm aware of.
KevinC Mar 1, 2015 @ 9:43pm 
Also... is there anyway to turn the server name and grid coordinates off at the top of the screen? I have Waypoint set to false, but that didn't do it.
KevinC Mar 1, 2015 @ 9:20pm 
Love this mod and the wrapper, running it now on the IMA Credit SE Server

So far, just one problem: Lost the wrapper GUi! The command line box is still running, as is the game, but the GUI is gone. This raises a related question: How do you start the GUI if running the extender as a service?
TD Mike Feb 28, 2015 @ 7:06pm 
nvm found it :) wasn't paying attention :)
TD Mike Feb 28, 2015 @ 6:44pm 
I Understand that now, but since I have a lot of mods on the client side installed, for testing purposes, which one is this mod then?
tyrsis  [author] Feb 28, 2015 @ 6:08pm 
It is added to extender like any other workshop mod that you add to extender. There is a "Mods" section in the extender UI (first tab) and you put the ID of this mod in there if you have essentials. Please follow essentials directions.
TD Mike Feb 28, 2015 @ 1:18pm 
Should this be run from the client side on a server with SE Server Extender? Or needs this to be installed at the dedicated server as well?
Android Feb 27, 2015 @ 1:04pm 
Can someone please guide me on how to properly setup a MoTD? I can't find help with editing the /info commands.

Thank you.
Goblox Feb 27, 2015 @ 8:30am 
Any chance of getting a (or do you know of an existing) character persist system? Seems so absurd that save game actually saves players and their inventories but if you get dropped from the server for any reason ... you disappear from the material realm. If nothing else just an option to kill the player on disconnect (so their corpse/inventory doesn't get wiped) might be an easy implementation.
tyrsis  [author] Feb 27, 2015 @ 8:20am 
It's kind of hard to say, usually it's an EntityId duplicate, as that's the only thing they care about keeping unique. The only other solution I can say is for you to delete your voxels in the area until you find the one causing the issue. Maybe something is wrong with it's octree.
Goblox Feb 26, 2015 @ 8:32pm 
Thanks for pointing me in the direction of the asteroids. I'm fairly certain you won't find a duplicate EntitiyID in the savegame though. I just deleted the asteroids in the problem area and new ones spawned in. I'm not sure how Keen is keeping their Entitiy ID unique; seems like it's serial. Is it possible that the conflict wasn't the EntitiyID but related to the Asteroid voxel save system? Like, the coords (multiplier) in the file name?
Goblox Feb 26, 2015 @ 1:10pm 
Although NPP doesn't have enough Regex implemented to find/mark duplicates, I was able to use TextFX to sort and look for the presence of a duplicate. All 466 Entity IDs appear to be unique. From the duplicate Key Exception, I don't see what collection it's actually working with; I'm sure there are quite a few collections in play here - do you see something that lets you know it's an asteroid? It seems to me if a duplicate entity were in the .sbs I would get the exception when the file was parsed. If the server were repeatedly trying to add an EntitiyID that already existed I assume it would never make it into the .sbs; the server crashes first.

I've rolled back to save from earlier that day (hopefully before the corruption).
tyrsis  [author] Feb 26, 2015 @ 11:43am 
There is an asteroid duped in your world. You will need to remove that otherwise that error will not go away. Edit your save and try to find it. (MyObjectBuilder_VoxelMap are asteroids, try to locate ones that have duplicate EntityId fields, and remove one of them)
Goblox Feb 26, 2015 @ 10:59am 
I've been looking at the logs. This is the crash that was logged each time with Extender running. pastebin.com/Z3UXXTRX
Goblox Feb 26, 2015 @ 9:08am 
Interesting, this turret issue set off something of a night of terror on my server. Aside from the deaths from unruly turrets, I had a user ask me to help them back to their base after a perma death. I gave him the coords and, figured I'd be nice so I went into the entities tab on the server and turned their turrets off. He promptly reported that the turrets were not off, and as I was mousing around in the entities tab again to see what happened, the server threw an exception and crashed. It took some doing but we found that now, if the user goes a certain distance away from their base (the one I modified in the entities tab), not only does the server crash but every single connect client also CTD's prompting the user to send the info to Keen. I've run the server through the vanilla service without the Mod and it still crashes each time.
tyrsis  [author] Feb 26, 2015 @ 7:38am 
Yes, this is the unfortunate side effect of the server controlling turrets. There is a [ManaulControl] tag that players can put on turrets to override, but I don't really encourage it. If users want to "turn off" their turrets, they are told to group them all and set range to 1 meter. Which effectively does the same thing.
Gwindalmir  [developer] Feb 25, 2015 @ 11:00pm 
So I seem to have found an unwanted side effect. If turret management is enabled, then turrets cannot be be turned off by the player. They are immediately turned back on by the server.
So a simple toggle off to disable weapons doesn't work.