midspace / SEToolbox

This is a comprehensive 'world' Save Editor for the 'Space Engineers' Game.
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Integrate Steam API for getting Mod locations from Steam. #152

Open rglx opened 5 years ago

rglx commented 5 years ago

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won't contain the old modinfo.sbmi file here (since that's only used for publishing), but they WILL contain an outdated version of the below type of mod for anyone who was subscribed to the mod during the changeover, and after the author updated it! Updating the mod via ingame will automagically change the mod to this type from the outdated type below, but won't remove this stale file.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.

midspace commented 5 years ago

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. But, I don't know how it get it working.

rglx commented 5 years ago

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 Mods/ directory was met with mixed results. If you tried to load more than a certain number of modded blocks (about 15 or 20 total blocks) the Cubes page for anything large wouldn't ever show up. The ship I was testing had 17k blocks, but it would do the same thing from a 2.5k-block ship. That little blue circle just kept on spinning... I couldn't find any way to debug it either; no logs or anything else I could discern or locate.

Demolish50 commented 5 years ago

Ran into the same issue, did you ever figure out a way to manually move the mods and make it work as a workaround?

rglx commented 5 years ago

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 notifications@github.com 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?

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thorman123 commented 4 years ago

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?

WaGi-Coding commented 5 months ago

i won't be necro, but anyone figured that out in all the years? ._.