midspace / midspace/Space-Engineers-Admin-script-mod

mod in use analysis.

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enhancement
Dominant language
C#
Stars
43
Forks
12
PR merge metrics
No merged PRs in 30d

Description

This has been asked by a few people to add to SEToolbox, something to analysis how many of the mods are in use.

One variation was.

Enhance the toolbox by reporting what mods are needed when exporting a ship/station

A second variation is.

I'd like a way to generate a list of mods with placed blocks within a savegame. The purpose being to identify those mods I can remove without consequence to improve load times when loading anothers worlds/scenarios.

I haven't wanted to add to SEToolbox, because it currently doesn't operate with a 'the mod must exist' requirement.
And if hasn't been downloaded, it cannot check because accessing the SteamAPI to download undownloaded mods is getting messy,

But I just found this in the API, which may be all that is required to check mods.
MyDefinitionBase has the public MyModContext Context field.

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reviewing the SEToolbox export and savegame-analysis entry points described in the issue, then inspect MyDefinitionBase.Context and MyModContext. Define how placed blocks and exported ships or stations should produce a mod list, including cases where a mod is not downloaded. Done means the requested mod-use report is specified and works without requiring every mod to exist locally.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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