Back to list
viktor-ferenczi

se-dev-script

by viktor-ferenczi

Skill library for Space Engineers plugin, mod and in-game script development. Usable with Claude Code, Cline and other agentic coding harnesses.

1🍴 0📅 Jan 25, 2026

SKILL.md


name: se-dev-script description: In-game (programmable block, aka PB) script development for Space Engineers version 1 license: MIT

Do the one-time preparation steps described in Prepare.md, but only if the Prepare.DONE file is missing.

How to build custom tool script to conduct search and for other tasks:

  • A Python virtual environment in this folder was made available by the preparation.
  • Use this Python virtual environment to write short, targeted, reusable utility scripts as needed. Build a catalog of such scripts in UtilityScripts.md next to this skill file.
  • Use uv run script_name.py in this folder (as CWD) to run your scripts.
  • Use busybox bash to open a bash shell, which you can use easier, because it is close to UNIX.
  • Alternatively use the Windows PowerShell if busybox would not work for something.
  • On the Windows command line (cmd) (NOT on busybox!) use the & delimiter commands instead of &&.
  • See the list of available Python packages in pyproject.toml.
  • The SteamScripts folder contains game content (mods, scripts, blueprints) the player downloaded. Filter scripts by the existence of a Script.cs file directly in the numbered content folder.
  • The LocalScripts folder contains mods the player is developing. It is a link to %AppData%/SpaceEngineers/IngameScripts.

Use only names matching the PB API whitelist: PBApiWhitelist.txt The whitelist was exported from game version 1.208.015 using MDK2's Mdk.Extractor.

In-game (PB) scripts are released on the Steam Workshop or Mod.IO, mostly on the former. In-game scripts are compiled by the game on loading into the PB or world loading (if the PB has a script loaded) with a PB Script API whitelist enforced, which is supposed to guarantee safety and security. Scripts cannot crash the game, since any exception is caught and the script is killed by the game. Scripts can still lag the game if no specific resource usage enforcement is set up by the player or server admin.

The script's source code size is limited to 100,000 bytes when the player loads it. The ScriptDev plugin can load more from local file into offline (local) games for testing purposes, therefore scripts can be tested without source code compression, which is useful to get fully detailed exception tracebacks.

Use the se-dev-game-code skill to search the game's decompiled code. You may need this to understand how the game's internals work and how to script it properly. Stick to game code searches corresponding to names on the PB API whitelist for efficiency.

References:

Score

Total Score

75/100

Based on repository quality metrics

SKILL.md

SKILL.mdファイルが含まれている

+20
LICENSE

ライセンスが設定されている

+10
説明文

100文字以上の説明がある

+10
人気

GitHub Stars 100以上

0/15
最近の活動

1ヶ月以内に更新

+10
フォーク

10回以上フォークされている

0/5
Issue管理

オープンIssueが50未満

+5
言語

プログラミング言語が設定されている

+5
タグ

1つ以上のタグが設定されている

+5

Reviews

💬

Reviews coming soon