midspace / midspace/Space-Engineers-Admin-script-mod
Medieval Engineers
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 43
- Forks
- 12
- PR merge metrics
- No merged PRs in 30d
Description
Medieval Engineers support.
At the moment the mod code is 100% compatible, and practically most commands work.
Do we want to A., add the capability right into the code, and publish onto a separate Mod Id, or B., create a totally code base for the mod?
Going with option;
A. What I expect we need to do is have something that identifies which game its running under, and disable those commands that are not relevant.
B. Means an on going nightmare of keeping code in sync where it does the same thing.
I've put the question to the Medieval Engineers forum on Steam.
http://steamcommunity.com/app/333950/discussions/0/537405286644532523/
And on the Keen forum.
http://forums.keenswh.com/threads/admin-mod.7366163/
Contributor guide
No contributing guide indexed for this repository
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
Start with the issue description and its linked Steam and Keen forum discussions to understand the proposed Medieval Engineers support. Identify where the mod distinguishes game-specific commands and define the compatibility boundary before implementation. Done should mean an agreed approach and clear scope for supporting Medieval Engineers without maintaining a separate codebase.
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
- 20/100