Agent Skills: SE1 Plugin Developer Guide

Developer guide for Space Engineers 1 plugins - which template to pick (client, client+server, Quasar), where to learn the game's internals, patching basics, testing locally with Pulsar/Magnetar, how players' PCs differ, filling the hub manifest XML, submitting to PluginHub/MagnetarHub/QuasarHub, and developing with AI coding agents. Use it to answer a plugin developer's process questions or to take a plugin from template to hub release.

UncategorizedID: buttheadbob/se-dev-skills/se-dev-plugin-guide

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pnpm dlx add-skill https://github.com/buttheadbob/se-dev-skills/tree/HEAD/skills/se-dev-plugin-guide

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skills/se-dev-plugin-guide/SKILL.md

Skill Metadata

Name
se-dev-plugin-guide
Description
Developer guide for Space Engineers 1 plugins - which template to pick (client, client+server, Quasar), where to learn the game's internals, patching basics, testing locally with Pulsar/Magnetar, how players' PCs differ, filling the hub manifest XML, submitting to PluginHub/MagnetarHub/QuasarHub, and developing with AI coding agents. Use it to answer a plugin developer's process questions or to take a plugin from template to hub release.

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