Search results

Jump to: navigation, search
  • ...Space Engineers is done with the [[Programmable Block]] which can be given scripts written in C# (pronounced C Sharp). This can be used to make autonomous min ...d user is notified that script is too complex for execution. This prevents scripts from freezing the game. It is similar to the idea of a stack overflow excep
    13 KB (1,927 words) - 04:52, 3 June 2022
  • ...ait avec le [[Programmable Block|Bloc programmable]] qui peut recevoir des scripts écrits en C# (prononcé C Sharp). Cela peut être utilisé pour fabriquer === Exécution des scripts ===
    13 KB (2,036 words) - 21:30, 23 August 2021
  • ...g will be released. However, this will break scripted mods and some ingame scripts. If you're a modder or scripter, please see the guide linked below for what ModAPI/Ingame Interface Expansion and Improvements guide: http://steamcommunity.com/share
    2 KB (274 words) - 20:28, 23 June 2016
  • ...a player's computer. The following tables list what is allowed in [[Ingame Scripts]] and the [[Modding API]]. ==Ingame and Mod Scripts==
    7 KB (824 words) - 08:47, 6 January 2017
  • ...Visual Studio 2015 to start programming in Space Engineers whether it's an ingame script or a mod. In order to use the SE assemblies you need Visual Studio 2 #If you are creating an ingame script, replace the text in Class1.cs with this template: http://pastebin.c
    2 KB (288 words) - 05:01, 1 August 2016
  • * Redesigned permissions ingame, added new Scripter and Moderator roles * Whitelisted items (so they can be edited in scripts to avoid conflicts)
    12 KB (1,861 words) - 19:06, 18 March 2017
  • *Fixed issue with subscribed ingame scripts not appearing in scripts screen
    8 KB (1,122 words) - 23:09, 2 June 2019