midspace / midspace/Space-Engineers-Admin-script-mod
Various suggestions -
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- Dominant language
- C#
- Stars
- 43
- Forks
- 12
- PR merge metrics
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Description
Cut and copy out text as required for now until we narrow down some of the Issues.
- blueprints isn't supported by the API as yet.
- We want a better textbox for entering motd in game.
- Cargospawn is already under #9.
- reset procederual asteroids sound possible. Just need to detect if any ships or players are in the area first.
- the rest are all good ideas.
PhoenixX has Space Engineers 5 hours ago
I would suggest a few management/lag busting/map size reducing features
Here is my wish list:
A]
Owing to some less than friendly dedicated host control panels - motd editing in game
/motd-add append text to end of motd file
/motd-add ! append text to start of motd file
/motd-del <#> delete line number # from motd
/motd-edit possibly use the sign api somehow to allow you to edit motd in game text editor
If a server restart is needed for it to apply that is fine. Just need a way to edit it at all!
B]
/blueprint spawn like prefab spawning but uses players blueprints - may require some trickery (eg, enable creative, enable cut paste, copy blueprint into buffer, spawn, turn off creative)
Depending how your existing creative and cut/paste enable options work this may be possible already indirectly and unnecessary (ive not been brave enough to turn creative on in game, server is active enough dont want all the local pirates suddenly getting creative)
C]
Some way to spawn a cargo ship with a specified ore/cargo in the crate targeted at a gps coordinate or player name. May need a friendly sensor to make it stop once it gets there (dampeners on; on detect friendly player or ship) .. possibly even make it work from the dedicated server console... this may allow provision for mission/economy/rescue api/mod to interact with your plugin later down the line. (or make an economy plugin yourself) ie player/faction X orders a shipment of Y and pays with Z, a cargo ship spawns at random with shipment targeted at requested delivery address W. Buyer now needs to intercept or escort ship to avoid loss to pirates.
D]
Some way to pull in drifting/unpowered/junk blocks/ ships the same way your collect objects command works. And possibly a list of coords on unpowered orphan station blocks
I do this manually using se toolbox once a week, very time consuming and could be automated.
E]
Way to reset procedural asteroids (ie delete the asteroid file server side, let the procedural system generate it again, but doesnt save unless mined etc)
G] Way to globally clear all assembler refinery and blast furnace production queues (this is sometimes needed when you remove a mod and the assemblers still try to create it next reboot)
H] Refuel <#> command - basically adds 10 uranium rods to all found reactors in range # with no fuel.
I] Reload <#> command - basically adds 10 ammo to any powered turrets in range #
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are named. Treat the list as separate feature proposals, first reviewing the existing admin-command implementation and selecting one request with maintainer agreement. Done would require a defined scope and acceptance criteria for that single feature.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- cli, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 12/100