The purpose of this issue is to enable support for creators to more easily transfer their creations to and from the XBox version. This issue tracks that progress.
There's bugs with the current implementation. I have a fix for those.
However the game on mod.io isn't configured to support Steam Authentication.
The game actually tries to do it, but the website blocks it, oddly enough.
I can investigate other authentication methods, but if I can't get them to work, Keen has to update their game on mod.io for SEWT to ever work.
I was able to get email authentication working.
It works by requesting your email address connected with your mod.io account. That email is sent to mod.io to trigger OAuth2 creation.
An email is set from mod.io to your email with a 2FA security code.
SEWT will ask for this code (but not your password!).
Once you enter that secret code, a second request is sent to mod.io again for the token. Mod.io will respond with the OAuth2 token.
Both your email and the token are saved in the .config file in the executable location.
Do not delete/replace this file without backing up the section first, or you will need to reauthenticate.
Just some security notes:
SEWT will not send this email anywhere else except mod.io.
SEWT will never ask for your password. If it does, it is not authorized, do not use it.
Authorization is typically one-time per year.
Your email and token are stored locally on disk in SEWorkshopTool.exe.config.
Protect this file
Do not delete or replace this file without backing it up.
SE XBox supports mod.io workshop for blueprints and worlds. http://spaceengineers.mod.io/
The purpose of this issue is to enable support for creators to more easily transfer their creations to and from the XBox version. This issue tracks that progress.
There's bugs with the current implementation. I have a fix for those. However the game on mod.io isn't configured to support Steam Authentication.
The game actually tries to do it, but the website blocks it, oddly enough.
I can investigate other authentication methods, but if I can't get them to work, Keen has to update their game on mod.io for SEWT to ever work.I was able to get email authentication working. It works by requesting your email address connected with your mod.io account. That email is sent to mod.io to trigger OAuth2 creation. An email is set from mod.io to your email with a 2FA security code. SEWT will ask for this code (but not your password!). Once you enter that secret code, a second request is sent to mod.io again for the token. Mod.io will respond with the OAuth2 token. Both your email and the token are saved in the .config file in the executable location. Do not delete/replace this file without backing up the section first, or you will need to reauthenticate.
Just some security notes: