gwindalmir / seworkshoptool Goto Github PK
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Tool which allows batch upload and download of mods for both Space and Medieval Engineers.
I have a .wtignore using the defaults + a couple things that is packaging directories like .git
, .vs
, bin
, and obj
. This also happens with a completely stock .wtignore.
The directories are empty, but still present in the packaged mod.
App version: SEWorkshopTool 0.7.18-alpha+2f2c8574ef35eafbc75523c15e1c66e1df7b64b3
Log:
SpaceEngineersModTool_20231104_200023782.log
Additions to stock .wtignore:
*.sln
*.csproj
*.md
STEAM.bbcode.txt
The command-line interface is currently unintuitive and inflexible.
For example, to set tags, you have to use --tags list of tags
. However you have to relist every tag you want to keep, along with the changes you want to make.
To remove tags currently, you have to set only a type tag (ie. --tags Mod
for mods).
There should be a more intuitive interface, such as:
--add-tags new tags
--remove-tags tags to remove
--clear-tags
Change the interaction system to work based off verbs instead (like git).
So, instead of seworkshoptool.exe --download --mods list of mods
, it would be seworkshoptool.exe download --mods list of mods
Ideally, the command-line could also accept multiple overloads of options for multiple mods.
For example: upload --mods mod1 --tags tags for mod1 --mods mod2 --tags tags for mod2
However, that's unlikely to happen without significant work.
These are breaking changes, but are for the best overall.
I posted this for two reasons:
When I attempt to upload my mod, or change the tags of my uploaded mod, I get the following error in the logs:
2021-02-14 14:17:15.646 - Thread: 1 -> Object reference not set to an instance of an object.
2021-02-14 14:17:15.648 - Thread: 1 -> at Sandbox.MySandboxGame.Dispose()
at Phoenix.WorkshopTool.GameBase.CleanupSandbox()
If the commit message (-m) contains a string with an invalid path character, such as a colon (:), a NotSupportedException is thrown.
If the string contains invalid path characters, it should just fall back to treating it as a string, not a filepath.
Currently SEWT requires the full Steam client to be installed to work, as it needs to authenticate the user's account to upload to the workshop.
There have been requests to use SEWT in a build server, but currently Steam is required, which isn't ideal.
Research an alternative way to authenticate with Steam, that doesn't require the Steam client.
Add support for ME.
SE XBox supports mod.io workshop for blueprints and worlds.
http://spaceengineers.mod.io/
The purpose of this issue is to enable support for creators to more easily transfer their creations to and from the XBox version. This issue tracks that progress.
There's bugs with the current implementation. I have a fix for those.
However the game on mod.io isn't configured to support Steam Authentication.
The game actually tries to do it, but the website blocks it, oddly enough.
I can investigate other authentication methods, but if I can't get them to work, Keen has to update their game on mod.io for SEWT to ever work.
I was able to get email authentication working.
It works by requesting your email address connected with your mod.io account. That email is sent to mod.io to trigger OAuth2 creation.
An email is set from mod.io to your email with a 2FA security code.
SEWT will ask for this code (but not your password!).
Once you enter that secret code, a second request is sent to mod.io again for the token. Mod.io will respond with the OAuth2 token.
Both your email and the token are saved in the .config file in the executable location.
Do not delete/replace this file without backing up the section first, or you will need to reauthenticate.
Just some security notes:
Keen removed commandline.dll from ME and SE.
A replacement needs to be provided.
Hello, im having an issue trying to upload mods its throwing a error and failing. not sure what the error code means ive tried looking it up with no luck.
2022-06-26 00:38:26.357: Beginning batch workshop upload...
2022-06-26 00:38:26.358:
2022-06-26 00:38:26.385: Processing Mod: SRTDependencies
2022-06-26 00:38:26.385: Compiling...
2022-06-26 00:38:26.386: Compilation successful!
2022-06-26 00:38:26.387: Uploading new Mod: SRTDependencies
2022-06-26 00:38:26.389: Visibility: Private
2022-06-26 00:38:26.389: Tags: Mod
2022-06-26 00:38:26.389: DLC requirements: None
2022-06-26 00:38:26.389: Dependencies: None
2022-06-26 00:38:26.390: Thumbnail: No change
2022-06-26 00:38:27.306: WARNING: Could not reflect 'PublishItemBlocking', some functions may not work. Has the game updated?
2022-06-26 00:38:27.308: Upload/Publish FAILED!
2022-06-26 00:38:27.308: Error occurred: SRTDependencies
2022-06-26 00:38:27.308:
2022-06-26 00:38:27.308: Batch workshop upload complete!
2022-06-26 00:38:27.309: Check the log file above for error details.
Maybe, since I know people will ask.
2021-03-26 17:52:16.878 - Thread: 5 -> Compiling...
2021-03-26 17:52:16.880 - Thread: 1 -> ERROR: An exception occurred: Value cannot be null.
Parameter name: path1
2021-03-26 17:52:16.882 - Thread: 1 -> at System.IO.Path.Combine(String path1, String path2)
at VRage.Game.MyModContext.Init(ModItem modItem)
at Phoenix.WorkshopTool.Uploader.Compile()
at Phoenix.WorkshopTool.GameBase.ProcessItemsUpload(WorkshopType type, List`1 paths, Options options)
at Phoenix.WorkshopTool.GameBase.<>c__DisplayClass25_0.<UploadMods>b__0()
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
Fails in 307 line
myModContext.Init(modItem); -> this.ModPath = modItem.GetPath();
GetPatch check default gamepath.And throw error.
2021-02-14 21:21:13.444 - Thread: 6 -> Processing Mod: NebulaModpackGarage
2021-02-14 21:21:13.447 - Thread: 6 -> Compiling...
2021-02-14 21:21:13.453 - Thread: 1 -> ERROR: An exception occurred: Object reference not set to an instance of an object.
2021-02-14 21:21:13.455 - Thread: 1 -> at Sandbox.Game.World.MyScriptManager.GetAssemblyName(MyModContext mod, String scriptDir)
at Sandbox.Game.World.MyScriptManager.LoadScripts(String path, MyModContext mod)
at Phoenix.WorkshopTool.Uploader.Compile()
at Phoenix.WorkshopTool.GameBase.ProcessItemsUpload(WorkshopType type, List1 paths, Options options) at Phoenix.WorkshopTool.GameBase.<>c__DisplayClass25_0.<UploadMods>b__0() at System.Threading.Tasks.Task
1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
2021-02-14 21:21:13.455 - Thread: 1 -> Check the log file above for error details.
2021-02-14 21:21:13.456 - Thread: 1 -> Steam closed
2021-02-14 21:21:13.724 - Thread: 1 -> Object reference not set to an instance of an object.
2021-02-14 21:21:13.724 - Thread: 1 -> at Sandbox.MySandboxGame.Dispose()
at Phoenix.WorkshopTool.GameBase.CleanupSandbox()
i use SE with redirected appdata.
-appdata D:\SpaceEngineersData
Please add same support for SEWT :)
Show an error message.
Add support for managing the steam cloud better.
Such as saving local items to the cloud, and downloading cloud items to the local location.
I guess some people like that. 🙄
Hi, I think its because there was a new SE update but SEWT will not work for me anymore.
Here is what I get :
System.MissingMethodException: Méthode introuvable : 'Void VRage.MyDebug.AssertRelease(Boolean, System.String)'.
à Phoenix.WorkshopTool.MyDebug.AssertRelease(Boolean condition, String message)
à Phoenix.WorkshopTool.GameBase.ReplaceMethod(Type sourceType, String sourceMethod, BindingFlags sourceBinding, Type destinationType, String destinationMethod, Nullable`1 destinationBinding, Type[] types)
à Phoenix.WorkshopTool.GameBase..ctor()
à Phoenix.SEWorkshopTool.Program.Main(String[] args)
Sincerely,
I wanna be able to change visibility/dlc/tags(any non upload change) of my mod, without having folder of mod itself.
will be helpfull in automation.
Make the --visibility arg work after a mod is already published and make it not require --upload (if possible).
This will be very useful for testing mods in private DS with just one batch file.
List of know valid tags, but the game libraries don't use them, so SEWT doesn't either:
For example, passing --mods will download the script as a mod, in the mod location, instead of the ingamescripts location.
It should either error out, or ideally just download it to the correct location.
Currently, there appears to be no means of updating the description of a mod in the steam workshop. Could you please add a parameter to set the mod description in the workshop?
I'm not really familiar c#, but I think it's possible without much work. Keene's code appears to accept the mod description as a string: https://github.com/KeenSoftwareHouse/SpaceEngineers/blob/a109106fc0ded66bdd5da70e099646203c56550f/Sources/Sandbox.Game/Engine/Networking/MySteamWorkshop.cs#L266
If I understand the code correctly, then you just need to pass in the description here: https://github.com/Gwindalmir/SEWorkshopTool/blob/master/WorkshopToolCommon/Uploader.cs#L425
Ideally, I think the description should be passed in as a file reference relative to each mod directory. This would allow users to create and manage the mod description in my own git repo and simply upload it as a part of the mod itself. For example:
SEWorkshopTool --upload --mods . --description description.txt
where "description.txt" exists in "./some_mod/description.txt"
For server admins, it makes sense to batch download mods to the DS directory.
Ideally grab the right directory, but if not, allow passing a path on the command line.
A tag to only upload the thumbnail image from a mod without the rest of the mod contents and preferably not create a changelog entry on the workshop page.
I updated SEWT - created a new exe with the .DLL references which compiled fine.
However when trying to update my script, I now get this error:
The log file mentioned looks like this:
2020-11-26 13:03:16.776 - Thread: 1 -> Log Started
2020-11-26 13:03:16.776 - Thread: 1 -> Timezone (local - UTC): 0h
2020-11-26 13:03:16.776 - Thread: 1 -> App Version: 01_197_064
2020-11-26 13:03:16.798 - Thread: 1 -> Is official: True [NO][IS][NAMP]
2020-11-26 13:03:16.799 - Thread: 1 -> Branch / Sandbox: SVN
2020-11-26 13:03:16.799 - Thread: 1 -> Environment.ProcessorCount: 8
2020-11-26 13:03:16.839 - Thread: 1 -> Environment.OSVersion: Microsoft Windows 10 Pro (Microsoft Windows NT 6.2.9200.0)
2020-11-26 13:03:16.839 - Thread: 1 -> Environment.CommandLine: SEWorkshopTool --upload --scripts "Spug's Easy Auto-Docking 2"
2020-11-26 13:03:16.839 - Thread: 1 -> Environment.Is64BitProcess: True
2020-11-26 13:03:16.839 - Thread: 1 -> Environment.Is64BitOperatingSystem: True
2020-11-26 13:03:16.839 - Thread: 1 -> Environment.Version: .NET Framework 4.8.4250.0
2020-11-26 13:03:16.839 - Thread: 1 -> Environment.CurrentDirectory: D:\Program Files\Steam\steamapps\common\SpaceEngineers
2020-11-26 13:03:16.846 - Thread: 1 -> CPU Info: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz
2020-11-26 13:03:16.847 - Thread: 1 -> IntPtr.Size: 8
2020-11-26 13:03:16.847 - Thread: 1 -> Default Culture:
2020-11-26 13:03:16.847 - Thread: 1 -> Default UI Culture:
2020-11-26 13:03:16.850 - Thread: 1 -> MyConfig.Load() - START
2020-11-26 13:03:16.854 - Thread: 1 -> Path: C:\Users\spugy\AppData\Roaming\SpaceEngineers\SpaceEngineersModTool.cfg
2020-11-26 13:03:16.855 - Thread: 1 -> Config file not found! C:\Users\spugy\AppData\Roaming\SpaceEngineers\SpaceEngineersModTool.cfg
2020-11-26 13:03:16.856 - Thread: 1 -> NewNewGameScreen: False
2020-11-26 13:03:16.857 - Thread: 1 -> MyConfig.Load() - END
2020-11-26 13:03:16.874 - Thread: 1 -> Checksum file is missing, game will run as usual but file integrity won't be verified
2020-11-26 13:03:17.099 - Thread: 1 -> MyScreenManager()
2020-11-26 13:03:17.164 - Thread: 1 -> MySandboxGame.Constructor() - START
2020-11-26 13:03:17.164 - Thread: 1 -> Game dir: D:\Program Files\Steam\steamapps\common\SpaceEngineers\Bin64
2020-11-26 13:03:17.164 - Thread: 1 -> Content dir: D:\Program Files\Steam\steamapps\common\SpaceEngineers\Content
2020-11-26 13:03:18.383 - Thread: 1 -> Preallocate - START
2020-11-26 13:03:18.386 - Thread: 1 -> MySpaceWorldGenerator - START
2020-11-26 13:03:18.389 - Thread: 1 -> MySpaceWorldGenerator - END
2020-11-26 13:03:18.389 - Thread: 1 -> MySpaceBuildComponent - START
2020-11-26 13:03:18.389 - Thread: 1 -> MySpaceBuildComponent - END
2020-11-26 13:03:18.389 - Thread: 1 -> MyEntities - START
2020-11-26 13:03:18.410 - Thread: 1 -> MyEntities - END
2020-11-26 13:03:18.410 - Thread: 1 -> MyObjectBuilder_Base - START
2020-11-26 13:03:18.410 - Thread: 1 -> MyObjectBuilder_Base - END
2020-11-26 13:03:18.410 - Thread: 1 -> MyTransparentGeometry - START
2020-11-26 13:03:18.410 - Thread: 1 -> MyTransparentGeometry - END
2020-11-26 13:03:18.410 - Thread: 1 -> MyCubeGridDeformationTables - START
2020-11-26 13:03:18.417 - Thread: 1 -> MyCubeGridDeformationTables - END
2020-11-26 13:03:18.417 - Thread: 1 -> MyMath - START
2020-11-26 13:03:18.417 - Thread: 1 -> MyMath - END
2020-11-26 13:03:18.417 - Thread: 1 -> MySimpleObjectDraw - START
2020-11-26 13:03:18.417 - Thread: 1 -> MySimpleObjectDraw - END
2020-11-26 13:03:18.433 - Thread: 1 -> MyEntityComponentsDebugDraw - START
2020-11-26 13:03:18.433 - Thread: 1 -> MyEntityComponentsDebugDraw - END
2020-11-26 13:03:18.433 - Thread: 1 -> MyGuiIngameScriptsPage - START
2020-11-26 13:03:18.514 - Thread: 1 -> MyGuiIngameScriptsPage - END
2020-11-26 13:03:18.514 - Thread: 1 -> MyGuiScreenAdminMenu - START
2020-11-26 13:03:18.514 - Thread: 1 -> MyGuiScreenAdminMenu - END
2020-11-26 13:03:18.514 - Thread: 1 -> MySyncDestructions - START
2020-11-26 13:03:18.514 - Thread: 1 -> MySyncDestructions - END
2020-11-26 13:03:18.514 - Thread: 1 -> MySyncEntity - START
2020-11-26 13:03:18.514 - Thread: 1 -> MySyncEntity - END
2020-11-26 13:03:18.514 - Thread: 1 -> MyCommandCharacter - START
2020-11-26 13:03:18.517 - Thread: 1 -> MyCommandCharacter - END
2020-11-26 13:03:18.517 - Thread: 1 -> MyCommandConsole - START
2020-11-26 13:03:18.519 - Thread: 1 -> MyCommandConsole - END
2020-11-26 13:03:18.519 - Thread: 1 -> MyCommandEntity - START
2020-11-26 13:03:18.521 - Thread: 1 -> MyCommandEntity - END
2020-11-26 13:03:18.521 - Thread: 1 -> MyAiTargetManager - START
2020-11-26 13:03:18.521 - Thread: 1 -> MyAiTargetManager - END
2020-11-26 13:03:18.521 - Thread: 1 -> MyClientDebugCommands - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyClientDebugCommands - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyDedicatedServer - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyDedicatedServer - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyDedicatedServerBase - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyDedicatedServerBase - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerBase - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerBase - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerClient - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerClient - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerClientBase - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerClientBase - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerLobby - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerLobby - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerLobbyClient - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerLobbyClient - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerServerBase - START
2020-11-26 13:03:18.522 - Thread: 1 -> MyMultiplayerServerBase - END
2020-11-26 13:03:18.522 - Thread: 1 -> MyServerDebugCommands - START
2020-11-26 13:03:18.523 - Thread: 1 -> MyServerDebugCommands - END
2020-11-26 13:03:18.523 - Thread: 1 -> MyAIActionsParser - START
2020-11-26 13:03:18.524 - Thread: 1 -> MyAIActionsParser - END
2020-11-26 13:03:18.524 - Thread: 1 -> MyCubeGridDefinitions - START
2020-11-26 13:03:18.550 - Thread: 1 -> MyCubeGridDefinitions - END
2020-11-26 13:03:18.550 - Thread: 1 -> MyDefinitionManager - START
2020-11-26 13:03:18.557 - Thread: 1 -> MyDefinitionManager - END
2020-11-26 13:03:18.557 - Thread: 1 -> Preallocate - END
2020-11-26 13:03:18.558 - Thread: 1 -> MyCampaignManager.Constructor() - START
2020-11-26 13:03:18.881 - Thread: 1 -> MyCampaignManager.Constructor() - END
2020-11-26 13:03:18.881 - Thread: 1 -> MySandboxGame.Constructor() - END
2020-11-26 13:03:18.901 - Thread: 1 -> SEWT 0.7.7.23307
2020-11-26 13:03:18.901 - Thread: 1 -> Log file: C:\Users\spugy\AppData\Roaming\SpaceEngineers\SpaceEngineersModTool_20201126_130316773.log
2020-11-26 13:03:18.923 - Thread: 1 ->
2020-11-26 13:03:18.924 - Thread: 5 -> Beginning batch workshop upload...
2020-11-26 13:03:18.924 - Thread: 5 ->
2020-11-26 13:03:18.936 - Thread: 5 -> MyWorkshop.GetItemsBlocking: getting 1 items
2020-11-26 13:03:18.938 - Thread: 5 -> Processing IngameScript: Spug's Easy Auto-Docking 2
2020-11-26 13:03:18.943 - Thread: 5 -> Updating IngameScript: 2146371052; Spug's Easy Auto-Docking 2
2020-11-26 13:03:18.949 - Thread: 5 -> MyWorkshop.GetItemsBlocking: getting 1 items
2020-11-26 13:03:18.954 - Thread: 5 -> Removing invalid tags:
2020-11-26 13:03:18.956 - Thread: 5 -> Visibility:
2020-11-26 13:03:18.956 - Thread: 5 -> Tags: IngameScript
2020-11-26 13:03:18.956 - Thread: 5 -> DLC requirements: None
2020-11-26 13:03:18.956 - Thread: 5 -> Dependencies: None
2020-11-26 13:03:18.956 - Thread: 5 -> Thumbnail: No change
2020-11-26 13:03:18.959 - Thread: 5 -> PublishItemBlocking - START
2020-11-26 13:03:18.960 - Thread: 1 -> ERROR: An exception occurred: Object reference not set to an instance of an object.
2020-11-26 13:03:18.963 - Thread: 1 -> at Phoenix.WorkshopTool.Uploader.Publish()
at Phoenix.WorkshopTool.GameBase.ProcessItemsUpload(WorkshopType type, List`1 paths, Options options)
at Phoenix.WorkshopTool.GameBase.<>c__DisplayClass23_0.<UploadMods>b__0()
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
2020-11-26 13:03:18.963 - Thread: 1 -> Check the log file above for error details.
2020-11-26 13:03:18.963 - Thread: 1 -> Steam closed
2020-11-26 13:03:18.963 - Thread: 1 -> Object reference not set to an instance of an object.
2020-11-26 13:03:18.964 - Thread: 1 -> at Sandbox.MySandboxGame.Dispose()
at Phoenix.WorkshopTool.GameBase.CleanupSandbox()
What can I do to fix this to get my script back up and running again?
Thanks,
Spug
When Steam is not running, it will still attempt to run.
Also, it should be noted that on Windows 8 and 10, that if Steam is running under UAC, SEWorkshopTool must also be run under UAC otherwise it will believe that Steam is not running, and fail.
this will work fine before the last update (01_186)
D:\Steam\steamapps\common\SpaceEngineers>SEWorkshopTool.exe --upload --mods "C:\Users\Carlos\AppData\Roaming\SpaceEngineers\Mods\Space Latino modulo 2 v4 TEST"
2018-07-23 21:00:22.345: An exception occurred intializing game libraries: Could not load type 'VRage.Steam.MySteamRemoteStorage' from assembly 'VRage.Steam, Version=1.0.0.0, Culture=neutral, PublicKeyToken=nu
ll'.
2018-07-23 21:00:22.348: at Phoenix.WorkshopTool.MySteamService..ctor(Boolean isDedicated, UInt32 appId)
at Phoenix.SEWorkshopTool.SpaceGame.SetupBasicGameInfo()
at Phoenix.WorkshopTool.GameBase.InitSandbox(String instancepath)
at Phoenix.WorkshopTool.GameBase.InitGame(String[] args)
Add support to download collections.
I just tried the --description and --message arguments for the first time. --description worked perfectly, but --message printed the file path of the file listed to the Steam changelog instead of the file contents.
I've run into a peculiar issue. I have a mod that compiles fine, and uploads fine the first time, but any attempts to compile or update it after uploading it for the first time fail. If I delete the metadata files and push it again, it uploads fine as a new workshop entry.
Error in Console:
2022-09-09 20:32:30.822: ERROR: An exception occurred: Value cannot be null.
Parameter name: path1
2022-09-09 20:32:30.822: Check the log file for details.
2022-09-09 20:32:30.832: Check the log file above for error details.
Log File:
PS D:\SteamLibrary\steamapps\common\SpaceEngineers> SEWorkshopTool --upload --mods C:\Users\prosa\AppData\Roaming\SpaceEngineers\Mods\RoverRespawn
2019-11-14 19:49:42.775: App Version: 01_193_022
2019-11-14 19:49:42.776: Is official: True [NO][NIS][NAMP]
2019-11-14 19:49:42.776: Environment.ProcessorCount: 8
2019-11-14 19:49:42.820: Environment.OSVersion: Microsoft Windows 10 Education (Microsoft Windows NT 6.2.9200.0)
2019-11-14 19:49:42.820: Environment.CommandLine: "C:\opt\SEWorkshopTool.exe" --upload --mods C:\Users\prosa\AppData\Roaming\SpaceEngineers\Mods\RoverRespawn
2019-11-14 19:49:42.822: Environment.Is64BitProcess: True
2019-11-14 19:49:42.823: Environment.Is64BitOperatingSystem: True
2019-11-14 19:49:42.824: Environment.Version: .NET Framework 4.8.4018.0
2019-11-14 19:49:42.824: Environment.CurrentDirectory: D:\SteamLibrary\steamapps\common\SpaceEngineers
2019-11-14 19:49:42.829: CPU Info: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
Setting breakpad minidump AppID = 244850
Steam_SetMinidumpSteamID: Caching Steam ID: 76561198049291006 [API loaded no]
2019-11-14 19:49:44.503: SEWT 0.7.1.37086
2019-11-14 19:49:44.526:
2019-11-14 19:49:44.528: Beginning batch workshop upload...
2019-11-14 19:49:44.528:
2019-11-14 19:49:46.175: Processing Mod: JoeTheAntiPro's WeeWooWagon Respawn Rover Mod
2019-11-14 19:49:46.185: Updating Mod: 1912996369; JoeTheAntiPro's WeeWooWagon Respawn Rover Mod
2019-11-14 19:49:52.781: Visibility: Private
2019-11-14 19:49:52.782: Tags:
2019-11-14 19:49:52.784: DLC requirements: None
2019-11-14 19:49:52.786: Dependencies: None
2019-11-14 19:49:52.788: Thumbnail: No change
2019-11-14 19:49:52.803: An exception occurred: Object reference not set to an instance of an object.
2019-11-14 19:49:52.803: at Phoenix.WorkshopTool.Uploader.Publish()
at Phoenix.WorkshopTool.GameBase.ProcessItemsUpload(WorkshopType type, List1 paths, Options options) at Phoenix.WorkshopTool.GameBase.<>c__DisplayClass19_0.<UploadMods>b__0() at System.Threading.Tasks.Task
1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
when trying to upload a mod with the tool, i get an exception:
System.IndexOutOfRangeException
HResult=0x80131508
Message=Index was outside the bounds of the array.
Source=SEWorkshopTool
Arborescence des appels de procédure :
at Phoenix.WorkshopTool.Uploader.Phoenix.WorkshopTool.IMod.get_ModId() in E:\projects\perso\games\SEWorkshopTool\WorkshopToolCommon\Uploader.cs:line 58
at Phoenix.WorkshopTool.Uploader.Publish() in E:\projects\perso\games\SEWorkshopTool\WorkshopToolCommon\Uploader.cs:line 436
at Phoenix.WorkshopTool.GameBase.ProcessItemsUpload(WorkshopType type, List1 paths, Options options) in E:\projects\perso\games\SEWorkshopTool\WorkshopToolCommon\GameBase.cs:line 610 at Phoenix.WorkshopTool.GameBase.<>c__DisplayClass25_0.<UploadMods>b__0() in E:\projects\perso\games\SEWorkshopTool\WorkshopToolCommon\GameBase.cs:line 489 at System.Threading.Tasks.Task
1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
Seems like the tool is not able to get a valid mod Id to use for upload.
Can you remove requirement for enabled and loggen in Steam Program?
I want to use your tool with steamcmd only and i can't because it require Steam. :(
SEWorkshopTool.exe --visibility Private --mods "D:\SpaceEngineersData\Mods\Mod Framework API Test" "D:\SpaceEngineersData\Mods\Mod Framework API"
i used that command line, mod was never uploaded. so SEWT created mod entry on steam, but smbi file was not created, so any next call with same line just create new mod entry.
When uploading an empty mod (for modpack purposes) the game requires there to at least be an empty Data folder in the mod's directory. SEWT seems to skip the inclusion of the empty Data folder. The ingame mod upload includes the Data folder as normal.
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The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.