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A toolkit to help with ingame script (programmable block) development for Keen Software House's space sandbox Space Engineers. It helps you create a ready-to-code project for writing ingame scripts, and provides an analyzer which warns you if you're trying to use something that is not allowed in Space Engineers. It also provides a code minifier to make your deployed script as small as possible - albeit somewhat unreadable.
- Helps you create a fully connected script project in Visual Studio, with all references in place
- Requires that you have the game installed, but does not require you to have it running
- Class templates for normal utility classes and extension classes
- Tells you if you're using code that's not allowed in Space Engineers (whitelist checker)
- Deploys multiple classes into a single PB script, which then is placed in the local Workshop space for easy access in-game - no copy/paste needed
- Supports optional code minifying: Fit more code within the limits of the programmable block
- Allows real reusable code libraries through the use of Visual Studio's Shared Project
- Out-of-game script blueprint manager allows you to rename and delete script blueprints without starting the game
- Can I use this in VSCode?
- No. VSCode has nothing in common with Visual Studio but the name.
Space Engineers is trademarked to Keen Software House. This toolkit is fan-made, and its developer has no relation to Keen Software House.
This is a project I pretty much made for myself. I'm publishing it in case someone else might have a use for it. Fair warning: Make requests, by all means, but if your request is not something I myself have any use for, someone else is gonna have to do the work. I'm fully employed, and this is a spare-time project. I'll be working on it on and off.
Yeah, sure. Absolutely. I will gladly accept contribution to the project. I'll be grateful for any assistance, especially for any features requested that I myself may not have any use for. I have only limited time for this project, and I am forced - for the most part - to stick to features that I myself will be using. This means that any extra features, like for instance mod support, relies on the community contributing. However: I can't merge contributions willy nilly. I will expect a certain minimum standard, and I reserve the right to deny features I don't like. Another fair warning :D
Ok, so who is this Malware guy anyway, and why the heck does a software engineer use a nickname based on malicious software? Can I even trust this person?
Well, yes, I promise you can. The nickname is chosen deliberately, both as a sarcastic reference to said malicious software that I hate as much as anyone, and a play on words. You see, my real name initials are MAL, and I am a software engineer through and through, both by vocation and hobby. Mal + [soft]ware = Malware. Cheesy? Oh, yes, absolutely, but I like it.
Like I said, a software engineer through and through. I have been programming since my very early teens (or maybe before, I can't remember exactly). I wrote my first piece of software more than 30 years ago alongside my father, with a then brand-new 80286 computer. We used GW-BASIC. Well, technically, he actually wrote it, I suggested and watched with big eyes. That sparked my unending love for programming, and I never looked back. I am now a professional business software programmer, and I've been in my current job for nearing two decades. I love this job.
Oh, I guess I should also mention that I'm the author of the current version of Space Engineer's programmable block. To be exact, it's compiler. That is my main contribution, but I have also contributed smaller things here and there.
I hope this is enough information to help you trust me despite my chosen nickname!
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!