Workbench functions as a mod and is subject to the same restrictions.
Blueprint program importing and editing.Inclusions allow developers to include the contents of other scripts in their current program.If you succeed, you'll be promoted up to the next level for another year. Automate it by programming your little office worker. In each level, your boss gives you a job. Human Resource Machine is a puzzle game for nerds. Be a good employee The machines are coming. Script collections that allow the developer to separate larger scripts into multiple files and folders. Program little office workers to solve puzzles.Functions as an out-of-game script checker that builds scripts based on the limitations set forth by Space Engineers.Syntax Highlighting and Auto-Completion.SE Workbench is fairly stable and can be trusted with the file system. I think the project is beginning to reach a beta stage where additional features will slow down and serious release builds will be deployed. These are just a few of the features that have been implemented so far. The goal is to overcome technical hurdles and make scripting in Space Engineers something anyone can begin learning to do, regardless of their background or experience. The focus of this project is to provide most of the tools one would expect from a development platform without the hassle of configuring Visual Studio. SE Workbench is a development environment designed to help facilitate the creation and organization of in-game scripts, out of game. Interest in SE workbench wasn't very big to begin with, but if someone would like to take over, you're welcome to do so. I haven't had the time to pick it back up and see if Keen has settled on a design pattern.
I stopped working on it temporarily because Keen kept changing up their code base, breaking SE Workbench and forcing me to reverse engineer their changes each week.