Space Engineers

Space Engineers

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Run Mods Offline
由 Jack Schitt 制作
This guide explains how to run your Space Engineers mods, blueprints, and scripts from the workshop locally which means to run them from your computer offline, without an internet connection.
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Step 1: Get it from the Workshop
Visit the Space Engineers Workshop catalog on Steam and click on the Subscribe button. Then launch the game. The game has to be run in order for Steam to download the item you've subscribed to.

Make note of the WorkShop ID:
This is important to do if you want the offline version of the workshop item to have a name you recognize in the Mod's screen of the game. The workshop ID is in each items web address:


IMPORTANT: Make note of the workshop item's name
Use an excel / Calc / Google sheet / Notepad or write down both the ID number and the name of the workshop item when you subscribe to it. The folder created when it's downloaded will be named as the ID number.

You won't know whether its a script, blueprint, or a modification by it's number. They don't all work from the mods folder. Scripts go in the scripts folder, there are several different Blueprint folders - BP's have to go in the right blueprints folder or they won't show up in the game. Mods need to go in the mods folder or they won't work.

We don't have to launch the game to download:
I've written a guide on how to download workshop items without launching games here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3012007390

Mods you already have the latest version of from subscribing to them are downloaded to this directory after you launch the game:
<Your_SteamLibrary_Folder>\steamapps\workshop\content\244850
The items you've subscribed to will be in folders named as their workshop_ID
Step 2: Copy it
After you launch the game and the Workshop Item gets downloaded the files are installed to a folder named as the workshop ID number:

SteamLibrary\steamapps\workshop\content\244850

244850 is Space Engineers Game ID. The folders inside the folder named 244850 are the workshop items you've subscribed to that you've already downloaded.

Copy the Folder(s) in the above directory. Not the contents inside the folders, copy the entire folder that has the workshop ID number as it's folder name.

Open the AppData Folder
Press WinKey+E and paste the following line into the address bar then press Enter:

%appdata%\SpaceEngineers

Mods
Go in the AppData\Roaming\SpaceEngineers\Mods folder.
In their own folder. Copy the entire folder from steamapps\workshop\content\244850

Blueprints
Go in the AppData\Roaming\SpaceEngineers\BluePrints\Local folder
In their own folder. Copy the entire folder from steamapps\workshop\content\244850

Scripts
Go in the AppData\Roaming\SpaceEngineers\IngameScripts\Local folder
In their own folder. Copy the entire folder from steamapps\workshop\content\244850





Step 3: Rename it
TEST THAT IT WORKED FIRST
Set Steam to OFFLINE by going to Steam > Go Offline...
(it's not a good test to stay in Online Mode, they'll still download from your internet connection with Steam in Online Mode)
https://psteamhelp.yuanyoumao.com/en/faqs/view/0E18-319B-E34B-B2C8


Launch the game and check your saved world's Mod section. You should see the local versions listed with a House icon named as their workshop ID. Workshop items you have that came and will run from the workshop (online) will have a Steam Wrench icon in front of their name.

Red Text?:
Those are the online versions of them. You're not online so the game can't access the online versions to run them. The red text indicates that the game cannot access those files. It does not indicate the health of or whether the mod is up to date with the current version or not.

When running them locally they have to be updated manually.
Please read the FAQ section of this guide. There is no indication whether or not a mod has an update, you will have to check the workshop item pages of the items you run to know if there's been an update.

Sometimes it's of benefit to run older versions of mods. Perhaps you're not fond of the new features added or the author nerfed it with an update and rolled.

- Mods should be kept up to date. Updates to the game itself can break mods. You may have to update your mods so they work on the newest current version of the game.
- Scripts don't usually need to be updated. We can run ancient versions of scrips if we want.
(Most of the time, not always. Update it if you try running an old version and it doesn't work)
- Blueprints don't need to be kept up to date either if we want to run older versions of them.

As long as it runs? Let it run. If you're having trouble with mods check that item's workshop page's update date to see if there's been an update. Get it if there has been an update and repeat copying it over.

Rename the folders in AppData
Renaming the folders in AppData is extremely helpful to do so you know what's what. If they're all working you can now rename them from their workshop ID number to whatever name you want them to be in the Mods screen of the game.






Update it
When you are running workshop content offline / locally the game and Steam will not automatically update them. You have to update them manually by launching the game in online mode and letting the game check for and install mod updates or repeat this process when Steam updates them outside of the game.

It is recommended to check the workshop item pages now and then to see if the author has updated their item.

Updates to the game tend to cause workshop items not to work. If your workshop stuff isn't working after a game update check the workshop page for the items that are no longer working or have issues. Keep in mind that workshop item creators may not be able to produce an update that works instantly as soon as a game update is released and applied to the game. Be patient with them, give them time to make the changes and fix it so it works again.



Why:
There are several reasons why we might want to run the workshop content we're subscribed to locally. The first reason is obvious. The others are tid bits of info:

- No Internet Connection.

- We're able to modify the mods to our preferences without exiting, editing, reloading, testing constantly. We only have to alt+tab and make our edits to the local files, alt+tab back to the game, and then press F5 to quick reload the game session to see / test the changes we've made.

- Faster load times. If you haven't noticed or if you have a lot of mods it might take a while for Space Engineers to load in to a game before you can start playing because when we're online, or even if we're offline and we have non-local (online mods) the game detects that, checks for updates, and downloads the update(s) if there are any.

When we run them locally ("offline") the game skips that step. It sill checks to see if we have mods, if they're all local and it doesn't need to use the internet to check for updates it flies right by that process.

- We can run older versions of workshop items if we want to.. Build Vision is an example of a mod that I prefer using an older version of. By running that mod locally I'm able to run v2.5 instead of v3.0 or later which skips having the big ugly wheel thing it just opens the context menu right away when I MMB (middle mouse button) click on a block.


Unsubscribing to your subscriptions
Tip: Once you have them installed locally it makes load times even faster if you go through your subscribed items in the workshop for the game and unsubscribe so Steam isn't checking for updates (or running them through a connection online) either. If you're running them locally there's no reason for Steam or the Game to run an online update-checking-process.
42 条留言
XzOmBieKiLla6X 9 月 22 日 下午 4:10 
Yes, all pre-requisites were added. I always double-triple check just in case. Everything is good and functioning other than HUD Compass.
Jack Schitt  [作者] 9 月 20 日 上午 1:00 
Don't these have requisites? They require framework or some other mod in order to work?
Did you add the required mod(s)?
-Vanilla+ Framework/ Guided Rockets, not working.
-Tank Tracks Over Vanilla Wheels
- Faction Tracers, not working.
- Deflector Shields, not working.

Whoops? hehe
XzOmBieKiLla6X 9 月 19 日 下午 6:12 
I have added a few at the same time... I'm going to try to remove Compass and add it back in a few, hopefully that works. Anyways thanks for being cool and collective.
Jack Schitt  [作者] 9 月 19 日 下午 4:29 
Are you doing them one at a time or are you trying to do a bunch of them at the same time? If you're trying to do a bunch of them at the same time maybe that's the problem.
XzOmBieKiLla6X 9 月 19 日 下午 2:14 
So I actually got 99% of the mods to work from what you (Jack) and Jetter said about running the game online first except I had to do that twice however HUD Compass out of the 40+ mods that I’ve downloaded and installed still is not working. I run all the same mods on my online server so I’m not sure what exactly is going on there. I mean HUD - Modern and Fancy is working so again I’m not sure.. I do appreciate your guys’ feedback though!
Jack Schitt  [作者] 9 月 19 日 上午 10:55 
I run HUD compass and Easy Block Renaming myself this way, offline. They work. If it works for everyone else except one person...that one person (you) is probably not doing something correctly.

As I said before if mods didn't work the way this guide explains how to run them nobody would be able to create mods, mod authors wouldn't be able to update currently published mods either. It's just not possible that this method doesn't work anymore. The devs would have had to have drastically changed how the game works and they did not do that.
XzOmBieKiLla6X 9 月 19 日 上午 10:13 
Alright so after going back n forth making sure everything was correctly inputted and 'verifying' literally everything I've managed to get Build Vision to work as intended.
Here is the list of mods I want to enable for offline gaming;
- Build Info, working.
- Build Vision, working.
- Colorful Icons, working.
- HUD Compass, not working.
- Hubblegum Skybox, not working.
-Vanilla+ Framework/ Guided Rockets, not working.
-Tank Tracks Over Vanilla Wheels, yes dependents were added, still not working.
- Faction Tracers, not working.
- Deflector Shields, not working.
- Automatic Subgrid Renaming, not working.
- Easy Block Renaming, not working.

In conclusion, I have absolutely no idea what I'm doing wrong. I'm happy to stream a discord sesh or even record a video for anyone that could potentially take the time to assist me, I'd also highly appreciate it. I'm going crazy lmfao.
XzOmBieKiLla6X 9 月 19 日 上午 9:01 
Okay I will try to do that. I have screenshots of all the errors so I can show what it is doing. I'll create a world online with the offline [local] mods and then once everything is good I will go offline and test. Thanks for the responses, I'll update shortly. Also the only mod that was fully working was build info.
Jack Schitt  [作者] 9 月 18 日 下午 10:05 
What mod was it that was doing that? Link it please.
Jetter 9 月 18 日 下午 9:11 
It was something else, something mod specific. It worked fine online but didn't load and coughed up an error message about how it "couldn't compile" or something like that. Once I did the thing though it worked. /shrug