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Combined display of all available logs of Space Engineers Wiki. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 15:43, 13 March 2024 Malware talk contribs created page Scripting/IGC Example 4 Simple Echo wicoIGC with Unicast Reply receive (Created page with "<span id="example-4-add-unicast-reply-and-receive"></span> = Example 4 Add Unicast reply and receive = The beginning part of the code is exactly the same as in Example 3 (and that’s one of the points of using the class). * Start * Constructor * Main <span id="message-...")
- 15:37, 13 March 2024 Malware talk contribs created page Scripting/IGC Example 3 Simple Echo using wicoIGC Class (Created page with "<span id="example-3-simple-echo-using-wicoigc-class"></span> = Example 3 Simple Echo using wicoIGC Class = Source project is [https://github.com/Wicorel/WicoSpaceEngineers/tree/master/Modular/IGC%20Modular%20Example available here] Some comments have been removed to decrease line count in the explanations. <span id="start"></span> == Start == The main thing defined here is a reference to the WicoIGC class <syntaxhighlight lang="csharp">WicoIGC _wicoIGC; UpdateType...")
- 15:32, 13 March 2024 Malware talk contribs created page Scripting/IGC Example 2 Toggle Lights (Created page with "<span id="example-2-toggling-a-light-using-igc"></span> = Example 2: Toggling a light using IGC = This code will toggle a light; just like “[https://github.com/Wicorel/WicoSpaceEngineers/tree/master/MDK%20IGC%20Example%202 Your First Script]” example The difference is that the code will receive a message to toggle the light from a remote script. To shorten the explanations, only the differences from Example 1 are explained. <span id="entire-code"></span> == Entir...")
- 15:15, 13 March 2024 Malware talk contribs created page Scripting/IGC Example 1 Simple Echo Example (Created page with "<span id="example-1-echo"></span> = Example 1 Echo = You should already be familiar with basic scripts in SE. (Your First Script) Let’s start with a simple IGC example. This is a script to send a message and receive a message and Echo it. Source for this example is here: https://github.com/Wicorel/WicoSpaceEngineers/tree/master/Modular/IGC%20Echo Here’s the deployed script with comments removed to make it shorter. <syntaxhighlight...")
- 15:10, 13 March 2024 Malware talk contribs created page Scripting/IGC Allowed Message Types (Created page with "<span id="allowed-igc-types"></span> = Allowed IGC Types = Source: https://discordapp.com/channels/125011928711036928/216219467959500800/663282827676221440 Compiled by GeorgIk ===== Types allowed in IGC ===== <syntaxhighlight lang="csharp"> // Max recursion = 25 ImmutableArray<> ImmutableList<> ImmutableQueue<> ImmutableStack<> ImmutableHashSet<> ImmutableSortedSet<> ImmutableDictionary<, > ImmutableSortedDictionary<, > MyTuple<> MyTuple<, > MyTuple<, , > MyTuple<, ,...")
- 15:08, 13 March 2024 Malware talk contribs created page Scripting/Antenna Communication (IGC) (Created page with "<span id="prerequisites"></span> = Prerequisites = * The Anatomy of a Script * Your First Script * Continuous Running No Timers Needed (for UpdateType) <span id="inter-grid-communication"></span> = [https://github.com/malware-dev/MDK-SE/wiki/Sandbox.ModAPI.Ingame.IMyIntergridCommunicationSystem Inter Grid Communication] = Inter Grid Communication (IG...")
- 14:56, 13 March 2024 Malware talk contribs created page Scripting/MDK (Created page with "==== MDK: Malware's Development Kit for Space Engineers ==== 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 somewha...")
- 20:47, 11 March 2024 Malware talk contribs created page Scripting/Finding a block's orientation (Created page with "If you need a block’s orientation for whatever reason, an easy way to tell is by looking at its rotation hints cube while holding the block, see it top-right in this screenshot: <div class="figure"> Rotation hints cube image </div> If you don’t see it: cycle HUD until block descriptions show up, and if still not there then re-enable it from Options -> Game -> Show Rotation Hints. The cube has '''Red/Green/Blue''' sides (...")
- 20:47, 11 March 2024 Malware talk contribs created page File:Blockorientationexample.png (File uploaded with MsUpload)
- 20:47, 11 March 2024 Malware talk contribs uploaded File:Blockorientationexample.png (File uploaded with MsUpload)
- 20:45, 11 March 2024 Malware talk contribs created page File:Matrix6.png (File uploaded with MsUpload)
- 20:45, 11 March 2024 Malware talk contribs uploaded File:Matrix6.png (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs created page File:Matrix02.jpg (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs uploaded File:Matrix02.jpg (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs created page File:Matrix01.jpg (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs uploaded File:Matrix01.jpg (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs created page File:Matrix05.png (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs uploaded File:Matrix05.png (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs created page File:Matrix04.png (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs uploaded File:Matrix04.png (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs created page File:Matrix03.png (File uploaded with MsUpload)
- 20:41, 11 March 2024 Malware talk contribs uploaded File:Matrix03.png (File uploaded with MsUpload)
- 20:39, 11 March 2024 Malware talk contribs created page Scripting/Vector Transformations with World Matrices (Created page with "<span id="table-of-contents"></span> = Table of Contents = * At a Glance * Intro ** World vs. Body Coordinate Frames ** Direction Vectors vs. Position Vectors ** Composition of a World Matrix * Transformations!!! ** Body Direction to World Direction ** #World-Directi...")
- 20:29, 11 March 2024 Malware talk contribs created page Scripting/PID Controllers (Created page with "<span id="table-of-contents"></span> = Table of Contents = * 1. What is a PID Controller? * 2. PID Controller Applications * 3. Breaking it Down ** 3.1. Computing Error<br /> ** 3.2. PID Output ** 3.3. The Proportional Term ** 3.4. The Integral Term ** #35-the-derivative-term|3.5....")
- 20:24, 11 March 2024 Malware talk contribs created page Scripting/Profiling the Game (Created page with "Keen was nice enough to give us access to their devtools and their profiler, and with some downloading and file moving, you too can use this version of the game. This will allow you to measure the performance of your script to make sure it is running as fast as it possibly can. <span id="getting-started"></span> == Getting started == You’ll need to set up a few things before you can start using the profiling version. First things first, is you’ll need to download...")
- 20:22, 11 March 2024 Malware talk contribs created page Scripting/dnSpy tips and tricks (Created page with "These are if you’re already a bit comfortable with what dnSpy is and how to use its decompiled code navigation and basic debugging. <span id="breakpoints"></span> == Breakpoints == These pause the code execution at a specific line just like exceptions, but you don’t need an error or to edit the code to do it, just right-cl...")
- 20:10, 11 March 2024 Malware talk contribs created page Scripting/advanced-dnspy-tips-and-tricks (Created page with "These are if you’re already a bit comfortable with what dnSpy is and how to use its decompiled code navigation and basic debugging. <span id="breakpoints"></span> == Breakpoints == These pause the code execution at a specific line just like exceptions, but you don’t...")
- 20:10, 11 March 2024 Malware talk contribs created page File:Wiki-dnspy-start.jpg (File uploaded with MsUpload)
- 20:10, 11 March 2024 Malware talk contribs uploaded File:Wiki-dnspy-start.jpg (File uploaded with MsUpload)
- 20:10, 11 March 2024 Malware talk contribs created page File:Wiki-dnspy-nolocals.jpg (File uploaded with MsUpload)
- 20:10, 11 March 2024 Malware talk contribs uploaded File:Wiki-dnspy-nolocals.jpg (File uploaded with MsUpload)
- 20:07, 11 March 2024 Malware talk contribs created page Scripting/Debugging with dnSpy (Created page with "How to debug PB (programmable block), mod and even game exceptions. '''dnSpy''' has a '''debugger''' that can attach to the game process and catch exceptions (even if they’re already caught by the code) and pause the code so you can go through it step by step, look at variables, etc. '''dnSpy''' is also a '''decompiler''' which you can look at the game’s code and even at compiled PB/mod scripts in order to see how the game’s compiler alters them. For this in part...")
- 20:04, 11 March 2024 Malware talk contribs created page Scripting/Visual debug with a mod (Created page with "There is a mod to help PB devs with visually debugging things, [https://steamcommunity.com/sharedfiles/filedetails/?id=2654858862 (DevTool) Programmable Block DebugAPI] on Steam workshop. Adding a mod to a world is pretty simple, but for this mod in particular you need an '''offline world''' because it doesn’t have MP support.<br /> In your world’s options -> mods you have subscribed mods on the left, move’em to the right to activate them for that world, and th...")
- 20:03, 11 March 2024 Malware talk contribs created page File:Visual-debug-with-mod-example.jpg (File uploaded with MsUpload)
- 20:03, 11 March 2024 Malware talk contribs uploaded File:Visual-debug-with-mod-example.jpg (File uploaded with MsUpload)
- 20:01, 11 March 2024 Malware talk contribs created page Scripting/The EntityId (Created page with "The entity ID is a value which uniquely identifies individual grids and blocks. You can access it through the item’s <code>EntityId</code> property. This value is guaranteed to remain the same during the entire lifetime of the item in question, even if you reload your world. <span id="know-when-an-entity-is-recreated"></span> === Know when an entity is recreated === There are caveats. Blocks are pretty clear cut, as long as they exist they will have the same ID. Grid...")
- 19:54, 11 March 2024 Malware talk contribs created page Scripting/Handling Configuration and Storage (Created page with "<span id="configuration"></span> == Configuration == The simplest way to configure blocks and behavior in scripts is simply to hard-code the behavior. However some times - especially if you’re planning to release your script for public use - there’s a need to allow for user configuration of behavior. Keen introduced the Custom Data field specifically for this reason. This is a field available in the terminal of most (if not all) terminal blocks, where users can ente...")
- 19:49, 11 March 2024 Malware talk contribs created page Scripting/Terminal Actions (Created page with "'''Note: Terminal actions and properties are orders of magnitude slower than their equivalent C# members. As such it is highly recommended you use proper C# code and ''not'' terminal actions and properties, for less overhead, whereever this is possible.''' In addition to the normal C# properties, fields and methods, Space Engineers introduces a couple of unique concepts to the programmable block: The Terminal Properties and Actions. These are usually - but not entirely...")
- 19:39, 11 March 2024 Malware talk contribs created page Scripting/Text Panels and Drawing Sprites (Created page with "Some time ago we finally got a way to make more advanced and pretty screens using the programmable block. These '''sprites''' are really designed for use with the new LCD Script system (the script menu you get for each LCD panel) but we were also given the ability to draw these sprites using the programmable block. As always, you can get further help by asking in the #programming-in-game channel of [https://discord.gg/keenswh Keen’s discord]. <span id="table-of-conte...")
- 19:37, 11 March 2024 Malware talk contribs created page File:Textsurface-viewport.png (File uploaded with MsUpload)
- 19:37, 11 March 2024 Malware talk contribs uploaded File:Textsurface-viewport.png (File uploaded with MsUpload)
- 19:36, 11 March 2024 Malware talk contribs created page File:Textsurface-content.jpg (File uploaded with MsUpload)
- 19:36, 11 March 2024 Malware talk contribs uploaded File:Textsurface-content.jpg (File uploaded with MsUpload)
- 19:36, 11 March 2024 Malware talk contribs created page File:Textsurface-list.jpg (File uploaded with MsUpload)
- 19:36, 11 March 2024 Malware talk contribs uploaded File:Textsurface-list.jpg (File uploaded with MsUpload)
- 21:14, 10 March 2024 Malware talk contribs created page Scripting/Do's and Don'ts (Created page with "<span id="do"></span> == Do: == * reuse your lists. You can initialize (<code>new</code>) your lists once and reuse them for the rest of the script’s lifetime, you don’t need to reallocate every time, this is very slow. * design your own objects to follow the above guideline. Avoid allocation during general runtime. * consider the fact that scripts take time to execute, leaving less time available for the rest of the game. The more you try to do, the more it will im...")
- 21:09, 10 March 2024 Malware talk contribs created page Scripting/Coroutines - Run operations over multiple ticks (Created page with "One recurring problem with the programmable block is the fact that it runs in a time slot in the game’s main update loop. This means that performance is ''paramount'' and you really can’t do more complex operations before hitting the “too complex” exception. Even if you’re ''close'' to that limit you’re doing too much work, you should always strive to run your script as fast as you possibly can. A solution to that is to run complex operations over multiple ti...")
- 21:07, 10 March 2024 Malware talk contribs created page Scripting/The Running Programmable Block (Created page with "One of the more frequently asked questions for beginners, is how to get a hold of the programmable block or the grid ''containing'' the programmable block that is running the current scripts. This is quite simple. The base class of the scripts, <code>MyGridProgram</code>, has a special property for this called <code>Me</code>. <syntaxhighlight lang="csharp">public void Main() { // Write the name of the running programmable block into its detail area Echo(Me.Cust...")
- 21:06, 10 March 2024 Malware talk contribs created page Scripting/Handling configuration and storage (Created page with "<span id="overview"></span> == Overview == Configuration<br /> The Basics<br /> Type Conversions<br /> Find Blocks With Sections<br /> Saving to Storage<br /> Saving to CustomData<br /> The Multiline Construct<br /> The Terminator Token <span id="configuration"></span> == Configur...")
- 21:03, 10 March 2024 Malware talk contribs created page Scripting/The Storage String (Created page with "Sometimes you need to store information that must survive reloading or shutting down the game, or during recompilation of your script. The grid program currently provides only one way to do this: The <code>Storage</code> property. This property resides in your script’s base class <code>MyGridProgram</code> and as such can be accessed by any method or property in your script - but not directly by any subclass (see Scripting/The-Grid-Terminal-System#the-grid-terminal-s...")