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*.pyc | ||
*.log |
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# se_mod_builder | ||
Space Engineers Mod Building & Deployment Tool | ||
# SE Mod Helpers - Build Script | ||
This script assists with the deployment of Space Engineers mods from their | ||
source/development locations to the SE mods directory for testing and | ||
publishing. | ||
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## Requirements | ||
* Python 2.7 or greater | ||
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## Installation | ||
* Include SEModHelpers as a submodule into your repo, as per its install guide. | ||
* Copy build_config.yml.example to the top-level directory of your mod | ||
* Remove the ".example" from its name and fill in your own configuration details | ||
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## Usage | ||
Double-click *build.bat* in the SEModHelpers folder, or run | ||
`python Path/To/SEModHelpers/.build/build.py`. | ||
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### File Structure | ||
The build script can work with either a module-based structure or a flat one, | ||
but either way we expect the *Script* dir to **not** be contained within data. | ||
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A fully-deployed SE mod will have the file structure: | ||
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ModName | ||
- Data | ||
- Scripts | ||
- *.cs | ||
- *.sbc | ||
- Models | ||
- ... various levels and folders ... | ||
- *.mwm | ||
- Textures | ||
- ... various levels and folders ... | ||
- *.dds | ||
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With this script, you can use either: | ||
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ModName | ||
- Data | ||
- Models | ||
- Scripts | ||
- Textures | ||
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Or (using config option has_modules = true): | ||
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ModSourceFolder | ||
- Module1 | ||
- Data | ||
- Scripts | ||
- Textures | ||
- Module2 | ||
- Data | ||
- Textures | ||
... etc ... | ||
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# | ||
# SE Mod Helpers - build script configuration file | ||
# | ||
# Include this file in your mod's top-level directory. | ||
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# `mod_name` is inferred from the location of this file, but can be specified | ||
#mod_name: MyAwesomeMod | ||
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# If your code is organized as usual in a flat structure like: | ||
# | ||
# ModSourceFolder | ||
# - Data | ||
# - Scripts | ||
# - Textures | ||
# | ||
# Then `has_modules` should be false. This is default. | ||
# | ||
# If your code is organized into modules, i.e. | ||
# | ||
# ModSourceFolder | ||
# - Module1 | ||
# - Data | ||
# - Scripts | ||
# - Textures | ||
# - Module2 | ||
# - Data | ||
# - Textures | ||
# ... etc ... | ||
# | ||
# then `has_modules` should be true. | ||
#has_modules: true | ||
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# Specify the various distributions you'd like to create in the SE Mods folder | ||
# Distributes besides `production` require a suffix to append to the mod name | ||
# when building their path. If one isn't provided its key will be used. | ||
# Distributions may optionally specify a list of Compilation Symbols to remove | ||
# from their '.cs' files. | ||
distributions: | ||
development: | ||
suffix: " Dev" | ||
production: | ||
compile_symbols_to_remove: | ||
- DEBUG | ||
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# the path to SE's client-side mods folder | ||
# this will be automatically inferred from %APPDATA%% unless provided below | ||
#se_mods_dir: 'C:\Users\UserName\AppData\Roaming\SpaceEngineers\Mods' | ||
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# if mwm_builder_path points to MwmBuilder.exe, models will be built | ||
#mwm_builder_path: 'C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Tools\MwmBuilder\MwmBuilder.exe' |
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name: se_mod_builder | ||
channels: | ||
- defaults | ||
dependencies: | ||
- python>=2.7 | ||
- pip | ||
- pip: | ||
- chardet | ||
- pyyaml |
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