
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.
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.mdnext to this skill file. - Use
uv run script_name.pyin this folder (as CWD) to run your scripts. - Use
busybox bashto 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
SteamScriptsfolder contains game content (mods, scripts, blueprints) the player downloaded. Filter scripts by the existence of aScript.csfile directly in the numbered content folder. - The
LocalScriptsfolder 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:
- Script Template repo PB script template repository to start a new project. See ScriptTemplate.md
- Script Merge tool Merging PB scripts from C# projects into single file with optional code compression. See ScriptMerge.md
- Script Dev plugin Automatic script loading into the PB in-game for easier testing. See ScriptDev.md
- Mod Development Kit (MDK2)
- Programmable Block API
- Wiki on Scripting
スコア
総合スコア
リポジトリの品質指標に基づく評価
SKILL.mdファイルが含まれている
ライセンスが設定されている
100文字以上の説明がある
GitHub Stars 100以上
1ヶ月以内に更新
10回以上フォークされている
オープンIssueが50未満
プログラミング言語が設定されている
1つ以上のタグが設定されている
レビュー
レビュー機能は近日公開予定です

