-
Notifications
You must be signed in to change notification settings - Fork 62
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Integrate Steam API for getting Mod locations from Steam. #152
Comments
This comes down to the new SteamAPI that SE is using since 1.188 It requires integration to Steam, which I'm loath to do, but there isn't any other way. |
Well, I guess one way to do it would be to load the mod files directly from disk, unzipping wherever neccessary... but, I would understand your reluctance to do that, and it probably wouldn't play nicely with the way that you're loading the world currently. An interim fix until someone can actually put Steam support into the toolbox is to just show the block ID from the worldfile directly if it can't get the information from the mods, but for the production breakdown, block size (for mirroring) and modded voxels... I couldn't say Also, my attempt to re-package the mods backwards into the |
It does connect to Steam. It's the GetItemsBlockingUGC call which isn't working. Some code from SEWorkshopTool, and some from SE itself. Needs to be reduced.
Ran into the same issue, did you ever figure out a way to manually move the mods and make it work as a workaround? |
Sadly, no. I couldn't get it working by re-packaging the mods into the old
.sbm format and location. I think since SEToolbox integrates into the game
itself, when they implemented the changes to the workshop system, it broke
(or otherwise was rendered incompatible) whatever was being used by
SEToolbox to load mods' information. If we want it to work again, I'd think
the only way to get it working is to get a copy of the game files from the
update just before the Steam Workshop changes, and try and get a world
loaded/saved from future versions of the game to load. Of course, this is a
hortible idea and likely won't work, but it's a tiny sliver of hope, if
you're desperate enough. Maybe ask someone at KSH if they've got all their
packaged/sent-to-steam stuff archived someplace?
…On Wed, Jul 3, 2019, 09:10 Demolish50 ***@***.***> wrote:
Ran into the same issue, did you ever figure out a way to manually move
the mods and make it work as a workaround?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
<#152?email_source=notifications&email_token=AAKCYAH2P56ZECCNXHXLYLTP5TFOJA5CNFSM4GRL7V7KYY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGODZE6BTA#issuecomment-508158156>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AAKCYABTYZF7CJLLOQFGCJTP5TFOJANCNFSM4GRL7V7A>
.
|
…it is connecting to Steam, however fetching the locations of Mods for the user is not working.
* Loads mod information for the apps from Steam. * Doesn't download the mods, but it doesn't break when the mods are not present. * Works when Steam is not running. Not done. * Should inform user if mods could not be found. * Checking for working against DS. (Steam is required after all). * loading the steam service only when required, as it will block the game from loading while running. * Other protection checks to prevent actions when the relevent mod is not loaded.
i know this program is not being updated with new features but at the very least can we please get this working before you call it quits? |
i won't be necro, but anyone figured that out in all the years? ._. |
Not so much a crash being produced by this, fortunately it's just showing the blocks as unnamed. I can still modify the ship and do things with it without anything untoward happening.
Anyways with the latest few changes to the way Space Engineers handles acquisition of mods from the Workshop... rather, how Steam now handles it, rather than Space Engineers retrieving them itself, the Mods folder in
%APPDATA%
no longer houses the mods. Of course, you still create and develop your mods from there, but Workshop mods are now stored in the following locations:First location (the new system):
C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\<mod ID>\
This is for mods published or updated after the change-over to the new Workshop system. The mod files reside there directly, not compressed, complete with a new file called
metadata.mod
, which is an XML file containing a single directive. Mods updated after this change-over won't contain the oldmodinfo.sbmi
file here (since that's only used for publishing), but they WILL contain an outdated version of the below type of mod for anyone who was subscribed to the mod during the changeover, and after the author updated it! Updating the mod via ingame will automagically change the mod to this type from the outdated type below, but won't remove this stale file.-- OR --
The second location (the old system, adapted slightly):
C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\<mod ID>\<some numbers>_legacy.bin
This is just the old ZIP file mods used to come in. No metadata or anything within it, or in the same directory. Don't know what the numbers mean yet. Doesn't seem to show up in the Workshop page for the mod in question, nor in the author's Steam profile page either.
Anyways, hoping SEtoolbox gets updated to support this. For now I think I'll try zipping everything (or in the case of the older mods, renaming the existing ZIPs) and then moving them in to the
%APPDATA%
folder and seeing if it works or not.The text was updated successfully, but these errors were encountered: