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 Prepare.DONE file is missing in this folder, you MUST run one-time preparation steps first. See prepare action.
prepare.shUse only names matching Mod API whitelist: ModApiWhitelist.txt
Whitelist exported from game version 1.208.015 using MDK2's Mdk.Extractor.
Mods released on Steam Workshop or Mod.IO, mostly the former. Game compiles mods on world loading with Mod API whitelist enforced, supposed to guarantee safety and security. Mods may still crash game with an exception.
Use se-dev-game-code skill to search game's decompiled code. May need this to
understand how game's internals work and how to interface with it properly. Stick to
game code searches corresponding to names on Mod API whitelist for efficiency.
Preparation builds a separate Graphify graph for the local mod folder (or
SE_DEV_MOD_PROJECT_ROOT). With the fast Rust clustering backend (Python 3.12 via uv,
provisioned automatically) prepare builds it automatically; this corpus is small so it
is quick either way. Where the fast backend is unavailable it stays opt-in with
SE_DEV_GRAPHIFY=1; SE_DEV_GRAPHIFY=0 disables it. Read on demand — skip for normal
search work: build via GraphifyPrepare.md, query via
GraphifyUsage.md.
Data/ — junction/symlink to 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 indexer for change detection.Data/CodeIndex/ — full Tree-sitter C# index (one CSV per category, plus hierarchy trees).LocalMods/ — junction/symlink to game's local-mod folder (%AppData%\SpaceEngineers\Mods on Windows, Proton appdata equivalent on Linux).SE_GAME_ROOT (env var) or Steam
registry entry for app id 244850.Search 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 index exists. If Data/CodeIndex/ 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 game downloads them), then re-run the two commands above
(or just Prepare.bat). Indexer hashes each mod's .cs files and only reparses mods
whose hash changed since previous run, so reruns are fast.
See search action for complete documentation.
Follow detailed instructions in:
Original source of this skill: https://github.com/CometWorks/skills