Space Engineers

Space Engineers

Shoops Trojan Toolkit (OLD)
28 Comments
Alexi Michaud 7 Jul, 2016 @ 5:46am 
i think the game would be alot cooler with it.
Shoop  [author] 6 Jul, 2016 @ 10:40am 
Yea :/ it's a shame it was added, but it stops people from messing with your stuff.
Alexi Michaud 6 Jul, 2016 @ 7:45am 
damn, ok. was hoping that i wouldnt need to go into a 3d model and look for the parts so i can regrind them.
Shoop  [author] 6 Jul, 2016 @ 6:58am 
@Sc_Alphawolf Hey, the script is a bit outdated and a feature was introduced a while back that made it impossible to control things you didn't own, if you're able to go the ship and set yourself as the blocks owners, then you can use the script to control the owned parts.
Alexi Michaud 6 Jul, 2016 @ 6:25am 
so i was able to capture a blue two, but dont have access to a few systems on it. how would one use the take over feature to finish taking it over?
Shoop  [author] 9 Sep, 2015 @ 1:59pm 
@McClarran the script was built quite a while ago and is most likely outdated; The concept is outdated now because recently after ILAT made his Proof Of Concept script; the devs were quick to implement some sort of protection to stop scripts from having full control.
McClarran 8 Sep, 2015 @ 2:40pm 
Heya, I'm getting an interesting bug. There's a failure to compile at line 75,

groups=GridTerminalSystem.BlockGroups;

at the end of the "List blocks we will use" section. Anyone know a quick fix? I'm not too savvy with C#, and this little toolkit looks like the perfect weapon for taking care of pesky NPC ships.
RenegadeStorm 24 Jul, 2015 @ 8:51pm 
can you make a ai that can hack ship in space and spread


Shoop  [author] 14 Jul, 2015 @ 3:27am 
@cspace6 I'm unable to upload videos right now, all you have to do is place down a terminal and load up the script, then un-comment the /* */ text and run it. If you need anymore help just mention again.
codytest 8 Jul, 2015 @ 1:20pm 
Could some please upload a few tutorial videos? I have NO idea how any of this stuff works.Thanks!
Shoop  [author] 27 Apr, 2015 @ 1:48pm 
@thankZ haha, I'm glad someone likes it lol
Neko Boi Nick 27 Apr, 2015 @ 1:00pm 
@Shoop Da Whoop YES! This is what I have been looking for, for getting into encounters!
Shoop  [author] 8 Mar, 2015 @ 8:59am 
@trentsimmons99

The script is unlike other ones, it gives the user the ability to control most parts of a ship (Turning items on and off and using any function that they might have such as using turrets and switching targeting systems) The program does Not automatically turn off anything. it was initially intended to work around the owner system (e.g. even if you dont have access to the control panel, you can still run these modules and override their access) however due to the patch that stops scripts from being run on ships / stations that you don't own, it kind of defeats the purpose. however there are still a large amount of people that don't set owner access to their ships / stations so you can mess with their stuff anyway.

Too long didn't read:
The script doesn't do anything you don't want it to, you have full control over what it: turns off, turns on, toggles between etc. It will only turn things off if you want it to and vice versa.
Emily8914 7 Mar, 2015 @ 3:23pm 
I haven't used this yet, but it looks like someone could just turn on the med bay from its' control panel. Does the program constantly try to turn it off?
Shoop  [author] 8 Jan, 2015 @ 1:04pm 
@holy_dogelord

Hmm, dunno. I think they get rid of ownership but I'm not too sure.

@[N45]Jason45PC

Sorry, I'm not sure on that one, you'll have to test it yourself unfortunatley, I only just found out about the ownership update earlier and havent been able to test stuff out yet.
dunce 8 Jan, 2015 @ 12:54pm 
I'm just wondering, is it if it is set to <Player Name> then "Share with Faction" on, will it still work?
drWoof 8 Jan, 2015 @ 12:36pm 
@Shoop Da Whoop Really? I thought alot of people set blocks to their own... Also, do you know, does blueprints save block ownership? Becus, i've been saving blueprint with ownership on all of the blocks, but sometimes the ownership disappears.
Shoop  [author] 8 Jan, 2015 @ 11:27am 
@holy_dogelord

Right, I've checked the changelog and yeah, you are right. I cant see there being any way around this unless people dont set ownership to their blocks. You would be suprised how many people dont set blocks to their own. I'll have another look just to make sure but as I mentioned I dont think there is going to be a workaround unfortunatley.
Shoop  [author] 8 Jan, 2015 @ 11:23am 
@holy_dogelord

Okay, thanks. I'll look into it :D.
drWoof 8 Jan, 2015 @ 11:18am 
@Shoop Da Whoop Of course the real recent, the update with view settings and stuff, because i used it before the update and... well, the job was done. Now you need permission to access blocks to affect them.
Shoop  [author] 8 Jan, 2015 @ 9:52am 
@holy_dogelord

Really? That sucks... When you say with the recent update do you mean like real recent? Or the actual programmable block update? Because if you mean the programmable block update, I can confirm it does work on blocks that are owned by other people. I tested it out on many different peoples servers and each time if I had full access denied, I could run the scripts.
drWoof 8 Jan, 2015 @ 9:26am 
With the recent update, you have to first get access to other peoples blocks. That means get their trust... Basically you cant be a space wizard that goes to everyone and fucks up their stuff. You first have to get their trust. Fuck.
Shoop  [author] 8 Jan, 2015 @ 9:14am 
@JokerRetry

Thanks man :D, also Its funny you say that because this is what I originally had, but it provides a few problems: In most cases, for me at least, the programmable block GUI is laggy, so when I'm in the editor and click on a line, I can expect it to take at least 5 seconds before I can begin.

Another problem is that I thought people may not understand what to remove and end up removing the wrong things.

In some of the longer modules removing / adding the // on each line would take years and would make the virus less effective / efficient.

Thanks for the feedback though, it is appreciated.
acks 8 Jan, 2015 @ 5:16am 
By the way you should change the "Enable/Disable"-Part a bit. Instead of removing the "/*" and "*/" just add "//" infront of the "*/" so when you want to Enable/Disable it you just have to add / remove "//" infront of the "/*".
This makes it easyer to use for someone with no Programming experience because they do not get confused by adding and removing different lines from the consol.
Hope my explenation is understandable. As I wrote befor you did some nice work there.
acks 8 Jan, 2015 @ 5:11am 
Nice work with the "Virus" had/will have a lot of fun with this.
Shoop  [author] 6 Jan, 2015 @ 9:54am 
@Heroic_Brine I was thinking of doing that, its definatley something I'm considering.
Heroic_Brine 6 Jan, 2015 @ 7:29am 
whis you would make the module different workshop items
Liam_Swinny 3 Jan, 2015 @ 4:03am 
You avin a geegle m9?