skill library for Space Engineers plugin, mod, in-game script development.
This library applies only to version 1 of the game.
Need "skills" compatible agentic coding environment. See agentskills.io or skills.sh for details.
After installing skills, verify they work and agent can access files.
Permission issues: grant access to folder where skills stored.
Happens if skills linked (mklink) into coding agent's skills folder.
npx skills add viktor-ferenczi/se-dev-skills
Follow wizard.
Later update them by: npx skills update
Don't want to use skills.sh? See "Manual installation" section below.
Skills auto-prepare on first use. Means downloading some tools and indexing code.
To prepare ahead of time, run Prepare.bat on Windows or prepare.sh
on Linux in respective skill folder. If any dependency missing, you
get failure message, so run preparation script from terminal where you can
see its output.
Note: Preparing se-dev-game-code skill may take 5–15 minutes, as it fully decompiles game and builds
code indexes for rapid code search later. Fully prepared repository takes about 1.5 GB disk space
due to code index. To save space, delete all *.il files (approx. 660 MB), only
required for working on transpiler or preloader patches.
On Windows skills install BusyBox (busybox.exe) into their folder for use by
agentic coding tools for UNIX like commands, because AI models are bad at Windows
commands and often fall back to UNIX CLI tools even if told otherwise. Improved
efficiency a lot, so currently a requirement there.
On Linux skills use native shell tools instead. Decompiler skills
(se-dev-game-code, se-dev-server-code) install ilspycmd with official ILSpy
dotnet tool frontend, so PowerShell not required to prepare and run skills.
To use BusyBox in your other projects, also available as separate skill:
npx skills add https://github.com/viktor-ferenczi/skills --skill busybox-on-windows
- se-dev – Big-picture overview and table of contents for all skills below (start here)
- se-dev-script – In-game script development
- se-dev-mod – Mod development
- se-dev-plugin – Plugin development (client via Pulsar, server via Magnetar)
- se-dev-game-code – Searchable decompiled C# game code (recommended companion for all other skills)
- se-dev-server-code – Searchable decompiled C# Dedicated Server code (for server side mod and plugin development)
- se-dev-torch – Torch plugin development and Torch source search (legacy; Torch-only)
Enjoy!
- SE Mods Discord FAQ, Troubleshooting, Support, Bug Reports, Discussion
- Pulsar Discord Everything about plugins
Install skills manually:
- Clone this repository
- Run one of installation scripts from
installfolder:
| Target Environment | Windows Script | Linux Script |
|---|---|---|
| Claude Code | claude.bat |
claude.sh |
| Kilo Code | kilocode.bat |
kilocode.sh |
| Cline | cline.bat |
cline.sh |
| OpenCode | opencode.bat |
opencode.sh |
| Custom location | install.bat <target_skills_folder> |
install.sh <target_skills_folder> |
Scripts create junction points / symlinks from target skill folders to skill folders in this repository.
They install all skills listed in Skills section above.
Currently testing it myself. Looks promising, but may have rough edges. Try it out and report back or submit a PR!
Haven't developed many mods involving custom art or definitions, so lack personal experience to add those yet. Contributions via PR welcome.
Exported current whitelists (as of game version 1.208.015) using MDK2. May need future updates or automation during preparation phase.
If you use suggested mod or script template projects and ScriptMerge tool, no formal whitelist validation during build time. May fail when loading into game, but if you provide relevant game logs to Claude Code, it can usually identify and fix the issue.
It doesn't! Skills work on principle of progressive disclosure. Claude Code initially sees only top-level skill names and descriptions. Then gradually "discovers" more information as needed for the task. Given specific instructions on how to search SE codebase efficiently so it doesn't get overwhelmed.
Ideally, performs research using sub-agents and clears irrelevant data before passing results back to parent agent. Agent hierarchies are fascinating and fast-evolving topic, worth looking into!
Code indexing and search scripts written entirely by Claude Code with zero human intervention, other than repeated prompting and some extra testing and review. Indexing logic based on my previous work using Tree-sitter's C# parser, originally developed for (now defunct) Ask Your Code ChatGPT plugin and GPT.
If you suspect something not working in these skills, issue the following test prompt in empty project:
Add se-dev-server-code to the list if you plan to develop server side plugins.
Check whether you can see these skills:
- `se-dev-script`
- `se-dev-mod`
- `se-dev-plugin`
- `se-dev-game-code`
If you see them, then make sure they're prepared for first use.
Once they are prepared, conduct some smoke testing on their features to make sure they work.
If something is missing or not working properly, then list those in a final summary.Permission issues: grant access to folder where skills stored.
Happens if skills linked (mklink) into coding agent's skills folder.
- OwendB
in alphabetical order
- BetaMark
- Casinost
- Mordith - Guardians SE
- Robot10
- wafoxxx
- Diggz
- jiringgot
- Jimbo
- Kam Solastor
- lazul
- Linux123123
- Lotan
- Lurking StarCpt
- NeonDrip
- NeVaR
- opesoorry
- Avaness
- mkaito
- Space - Pulsar
- avaness - Plugin Loader (legacy)
- Fred XVI - Racing maps
- Kamikaze - M&M mod
- LTP
- Mordith - Guardians SE
- Mike Dude - Guardians SE
- SwiftyTech - Stargate Dimensions
Thank you very much for all your support!
Space Engineers is trademark of Keen Software House s.r.o.