Space Engineers

Space Engineers

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[2017] Create an Asteriod
By callme-jk
Lets create in this guide an asteriod... and invite your girlfriend... 8-)

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Basics & Create-Modtool
Basics

There is more then one way to create / edit voxel-data for a mod and you can create this from zero, or you use existing game-data. The last one is of course faster..., but comes with the limit based on whats already there (from some one else)... I like both ways, but there is nothing against a launch from zero, with some hours in the night, good music and a relaxed creating-mood ala Bob Ross. Create a voxel-map is fun... same like: ( . ) - ( . ) (invite your girlfriend, maybe you have big luck and she loves creating things in Space Engineers, too)... 8-)

You can use: (beside your girlfriend) lol
  • Voxelhands
  • Ingame-Drills
  • Use existing (random) Voxelsdata (from gamecode / shift+f10 / savegamefolder)
  • My Create-Modtool with Voxelhands

Create-Modtool

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=433423170
Sample-Mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=894059259

Mod-Folder structure
Lets create the mod-folder now.

- Press on your keyboard Windowkey + R
- Open path %appdata%
- Goto Space Engineers-Folder
- Goto Mods-Folder

- Create a folder for the mod
- Lets name it: myvoxelmod
(the name of the folder will be the name of the mod ingame and inside of the workshop.)

This folder is our root-folder. Now we need a mod-pic/logo for the workshop.
Into the root-folder we create a pic i.e. with the free program Gimp.

- Lets create: thumb.jpg (size 300*300 pixel with compression ~75-92%)

Now we need two folders. Lets create:

- Data (include VoxelMapStorages.sbc) from SE-Datafolder
- VoxelMaps (include voxelmap.vx2)

Create / Edit Voxelmod
Lets take a look on VoxelMapStorages.sbc

Sample: (dont use it, can change! -- use source in SE-Datafolder)

<?xml version="1.0"?> <Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <VoxelMapStorages> <VoxelMapStorage> <Id> <TypeId>VoxelMapStorageDefinition</TypeId> <SubtypeId>Name of the mod</SubtypeId> </Id> <StorageFile>VoxelMaps\voxelmap.vx2</StorageFile> </VoxelMapStorage> </VoxelMapStorages> </Definitions>

We have here two tags to edit:

<SubtypeId>Name of the mod</SubtypeId>

the spawn(mod)-name you can see in the ingame-spawnlist. (shift+f10)

<StorageFile>VoxelMaps\voxelmap.vx2</StorageFile>

And the path for the voxel-map inside of the mod-folder, that holds the form- and material-informations.

Create Voxelmap
Lets create the Voxelmap now. Open/Start a creative-savegame. With Shift+F10 you can spawn my modtool, grab some voxelhandtools and happy creating. :)

Another way, you can use the camera find a nice random voxel and use the ingame-drill to generate the voxel-file inside of your savegame-folder... small changes is enough for file-generating. Save your game and the file will be created. Copy the *.vx2 into the modfolder. - Have fun. - jk

Last Check & Upload into Workshop
Check the mod

Lets check the mod in local mode first, before we upload it!
After everything works fine:

Upload the mod to Steam Workshop

- Start Space Engineers
- Click Load Game
- Mark a Savegame and Open Settings
- Click Mods

- Search the local-icon of the modfolder and mark it
- Click Publish
- Place a checkmark in the Asteroid category and click ok.

- Write a nice discription and add some nice high-resolution images / videos.

Info: You need to set it public, if you want to use it on a server! (hidden workshop-objects cant be used!)

NOTE: I tend to prefer making changes direclty in the Steam client rather than the in-game pop-up due to some wonkiness of the system...clicking "Browse" when picking images for example is very clunky in-game but perfectly normal directly in the Steam client.