Mod development for Space Engineers version 1
Mod development for Space Engineers version 1.
⚠️ CRITICAL: Commands run in a UNIX shell. Use bash syntax. On Windows this is BusyBox; on Linux use the native shell.
Examples:
test -f file.txt && echo existsls -la | head -10if exist file.txt (echo exists) - This will NOT workActions:
Prepare.bat on Windows, prepare.sh on Linux)search_mods.pyCheck these patterns in order - first match wins:
| Priority | Pattern | Example | Route |
|---|---|---|---|
| 1 | Empty or bare invocation | se-dev-mod |
Show this help |
| 2 | Prepare keywords | se-dev-mod prepare, se-dev-mod setup, se-dev-mod init |
prepare |
| 3 | Bash/shell keywords | se-dev-mod bash, se-dev-mod grep, se-dev-mod cat |
bash |
| 4 | Search keywords | se-dev-mod search, se-dev-mod find class, se-dev-mod lookup |
search |
⚠️ CRITICAL: Before running ANY commands, read CommandExecution.md to avoid common mistakes that cause command failures.
If the Prepare.DONE file is missing in this folder, you MUST run the one-time preparation steps first. See the prepare action.
prepare.shUse only names matching the Mod API whitelist: ModApiWhitelist.txt
The whitelist was exported from game version 1.208.015 using MDK2's Mdk.Extractor.
Mods are released on the Steam Workshop or Mod.IO, mostly on the former. Mods are compiled by the game on world loading with a Mod API whitelist enforced, which is supposed to guarantee safety and security. Mods may still crash the game with an exception.
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 interface with it properly. Stick to
game code searches corresponding to names on the Mod API whitelist for efficiency.
Data/ — junction/symlink to the per-user persistent mod data folder (%USERPROFILE%\.se-dev\mod on Windows, ~/.se-dev/mod on Linux). Persistent skill data lives here:Data/mods.json — quick inventory of all installed mods (workshop_id, path, has_scripts, ...).Data/mod_hashes.json — per-mod aggregate sha1 used by the indexer for change detection.Data/CodeIndex/ — full Tree-sitter C# index (one CSV per category, plus hierarchy trees).LocalMods/ — junction/symlink to the game's local-mod folder (%AppData%\SpaceEngineers\Mods on Windows, the Proton appdata equivalent on Linux).SE_GAME_ROOT (env var) or the Steam
registry entry for app id 244850.Search the source code of Steam and local mods for examples and patterns:
# Search for patterns
uv run search_mods.py class declaration MyBlock
uv run search_mods.py method usage Update
uv run search_mods.py class children MyGameLogicComponent
# Count results before viewing (useful for large result sets)
uv run search_mods.py class usage Init --count
# Limit number of results
uv run search_mods.py class usage Init --limit 10
Before searching, ensure the index exists. If Data/CodeIndex/ is missing, run:
uv run list_mods.py # quick inventory (always cheap)
uv run index_mods.py # full code index (incremental: only changed mods reparsed)
Re-indexing after new subscriptions: When you subscribe to new mods on Steam Workshop,
load them in a world once (so the game downloads them), then re-run the two commands above
(or just Prepare.bat). The indexer hashes each mod's .cs files and only reparses mods
whose hash changed since the previous run, so reruns are fast.
See search action for complete documentation.
Follow the detailed instructions in:
The original source of this skill: https://github.com/viktor-ferenczi/se-dev-skills