Search and read the decompiled C# code of Space Engineers 1 to learn how the game works inside and to get exact signatures, method bodies, IL and content files. If the se-dev-game-book handbook is installed, read it first for how a system works overall and come here for the exact code.
Search and read the decompiled C# code of the Space Engineers 1 Dedicated Server to learn how the server works inside and to get exact signatures, method bodies, IL and content files. If the se-dev-server-book handbook is installed, read it first for how a system works overall and come here for the exact code.
High level overview of Space Engineers (version 1) related development. Start here to understand the ecosystem (game client, dedicated server, Pulsar, Magnetar, Torch, PluginHub, MagnetarHub, Quasar) and to route to the right se-dev- skill for in-game scripts, mods, plugins, the Magnetar PluginSdk, and decompiled…
Review a plugin PR in StarCpt/PluginHub, CometWorks/magnetar-hub, or CometWorks/quasar-hub. Deterministically derives the target repository and exact source commit range from the hub manifest, produces an evidence-backed review preview, and posts it after confirmation.
Developer guide for Space Engineers 1 plugins - which template to pick (client, client+server, Quasar), where to learn the game's internals, patching basics, testing locally with Pulsar/Magnetar, how players' PCs differ, filling the hub manifest XML, submitting to PluginHub/MagnetarHub/QuasarHub, and developing with…
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originalMIT
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: