SE1 Plugin Developer Guide
Applies only to Space Engineers version 1. For SE2 use the se2-dev-plugin-guide skill from
CometWorks/skills2.
The workflow around a plugin: start, test, publish, maintain. Written for human developers; agents use it to
answer their questions or to do the steps for them. The same text is on the web at
https://cometworks.github.io/plugin-dev/se1/. Writing the plugin's code is the job of
se-dev-plugin (patching handbook, search in other plugins) and
se-dev-game-code (the game's code).
Topics
Read only the page the question needs:
| Question | Page | |---|---| | Which template, how to start a project | Templates.md | | Where to learn how the game works inside | GameInternals.md | | Harmony, transpilers, preloader, publicizer: the basics | PatchingBasics.md | | Pulsar paths and options, dev folders, DLL deploy, profiles, debugging, Magnetar, Linux | LocalTesting.md | | Why it works locally but fails for players | LocalVsPlayers.md | | The hub manifest XML, field by field | Manifest.md | | Submitting to PluginHub, MagnetarHub, QuasarHub; updates; registering a Workshop mod | Submitting.md | | Using coding agents and these skills | AiAgents.md | | C# version, NuGet, data files, Linux | FAQ.md |
Key facts
- Client plugins: client-plugin-template, loaded by Pulsar, listed on PluginHub.
- Client + server or server-only: server-plugin-template, server part loaded by Magnetar, listed on MagnetarHub.
- Players' PCs compile the plugin from its GitHub source at the manifest's
Commit, with Roslyn and no MSBuild. Test the Release build through a Pulsar development folder before every release. - Never publish decompiled game or server code.
- Questions the guide doesn't answer: the Pulsar Discord.
Remarks
Original source of this skill: https://github.com/CometWorks/skills