Workshop Tag: Plugin

Vas Vadum shared this feedback 2 years ago
Submitted

Please add a workshop tag "Plugin", which prevents a mod from showing up in the mod list at all for worlds, much like "scripts" and other such things that don't appear within your mod list. Obviously, after such is done, we will need a way to upload plugins to the workshop, probably via the plugin's tab instead, which I'm sure the author could tweak to show plugin upload buttons.


Examples of such mods that should have this tag:

Plugin Loader: https://steamcommunity.com/sharedfiles/filedetails/?id=2407984968

Multigrid Projector: https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416

SEWorldGen: https://steamcommunity.com/sharedfiles/filedetails/?id=2413918072

RemovePlanetSizeLimit: https://steamcommunity.com/sharedfiles/filedetails/?id=2029854486

MorePPSettings: https://steamcommunity.com/sharedfiles/filedetails/?id=2425805190

Jump Selector: https://steamcommunity.com/sharedfiles/filedetails/?id=2414150672

(Honestly though, these should all be default in the game, but at least add the plugin tag to clean up the mod list....)

/226b6fef06cc8b8bae20122124ebac2b

Replies (2)

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Upvote

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Author of Plugin Loader here. Keen does not and will likely never support plugins due to the potential security risks. Adding a tag other than the existing officially supported ones would be doing that. Combine this with the fact that steam sucks at keeping workshop items updated on its own and its clear that the workshop is not the answer for client plugins. This is the reason I have stopped whitelisting new workshop plugins. Instead, you should get your plugins from external sources. Plugin Loader will load them from github. Here are the GitHub plugins that already exist: Tool Switcher, Jump Selector, Multigrid Projector, Seamless Client (Nexus), Image to LCD (Beta), and SEVR (for vorpX). These plugins can be installed with a single click and a game restart via the Plugin Loader.

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Problem with that is, only advanced users will bother going to such places to manually get plugins. Many people won't even glance at such advanced options. If your world requires a plugin to run, you'll have to have it installed for them via steam workshop and hope they do the bare minimum by doing the requirements of the plugin loader and then check the installed plugins from the steam workshop.

But yea, I know Keen is very unlikely to support this, but I figured I might as well at least attempt to get the feedback through. I mean, who knows, maybe we get lucky and there's someone there who will go ahead and help with making a new simple tag just to remove these plugins from the world loading list.

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People don't actually have to visit the github pages, just install Plugin Loader. The Plugin Loader does all the work. From a user perspective, its actually a lot easier this way because of the workshop updating issues I mentioned. In some cases, the only way users can get a plugin to update or even download is to add it to the world. When you add it to the world, Space Engineers forces Steam to update everything.

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Hi @avaness,

At first, thank you, for your work with the pluginLoader.

Can you give me some tipps, how I could find more informations about creating plugins/mods for SpaceEngineers? IDE's, SDK's, MDK's, Tutorials etc... I found something for creating inGame script's, but nothing for plugins/mods.

Kind regards

Michael

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