Separate names with a comma.
Only in single-player mode is the API field that shows which scenario has been loaded empty. So if you suspect there might be issues, you can also...
First, the configuration file in the savegame should contain a section for scripting (if not, simply delete the file; it will then be recreated)....
The lists in the current version use names, so they have no problem with the changed IDs. However, some scripts are hardcoded with specific...
Set the NameIdMappingFile to the file in the EmpyrionScripting .... "ChatCommandPrefix": "/\\", "NameIdMappingFile":...
When used with the EmpyrionScripting mod, you can also link them to its IdNameMapping file so that the VB resolves the items by name only, making...
Great, then I can finally get rid of my 6-year-old EmpyrionGalaxyNavigator mod ;-)
I've added readme (german, english, french) files to both programs - https://github.com/GitHub-TC/TranslateCSV -...
Thanks to AI, I've now revised and improved the documentation. Just check out https://github.com/GitHub-TC/EmpyrionScripting or download the...
The path is already syntactically incorrect because of the two colons that part needs to be removed S:\common\Empyrion - Galactic...
It should work, but I've never actually been able to test it on Linux. Take a look at the EGS log files to see what the scripting is outputting...
Harvest works "out of the" box and my tests with the 1.16.1 + RE2 works fine. Note in SP you have to configure the path to the scenario with...
2.7.2 works on my machine... try the mod package https://github.com/GitHub-TC/EmpyrionModPackage or the single...
With the default config the scripting uses the ThreadPool for API aceess private void ExecNext(IScriptRootData data) {...
My tip is to approach scripting slowly. Start with simple things to understand the mechanics and the mistakes you can make before you take on...
EmpyrionScripting also works on a dedicated server. The script only needs to be installed on the server so that all players can use it. Such “save...
You had to store the scripts in files in the savegame. For example,...
It's Christmas :-) An API for controlling the constructor would be a huge step forward in technical development.