Skill library for Space Engineers plugin, mod and in-game script development. Usable with any "skills" compatible agentic coding harness.
npx skills add https://github.com/viktor-ferenczi/se-dev-skills --skill se-dev-modInstallieren Sie diesen Skill über die CLI und beginnen Sie mit der Verwendung des SKILL.md-Workflows in Ihrem Arbeitsbereich.
A skill library for Space Engineers plugin, mod, and in-game script development.
This library applies only to version 1 of the game.
You must have a "skills" compatible agentic coding environment.
See agentskills.io or skills.sh for details.
After installing the skills make sure they work and the agent can actually access the files.
In case of permission issues you have to grant access to the folder where the skills are stored.
This usually happens if the skills are linked (mklink) into the coding agent's skills folder.
npx skills add viktor-ferenczi/se-dev-skills
Follow the wizard.
Later you can update them by: npx skills update
In case you don't want to use skills.sh, then please see the "Manual installation" section below.
The skills will automatically prepare themselves on first use. It means downloading some tools and indexing code.
If you want to prepare them ahead of time, run Prepare.bat on Windows or prepare.sh
on Linux in the respective skill folder. If any dependency is missing you
will get a failure message, so run the preparation script from a terminal where you can
see its output.
Note: Preparing the se-dev-game-code skill may take 5–15 minutes, as it fully decompiles the game and builds
code indexes to allow for rapid code search later. The fully prepared repository takes about 1.5 GB of disk space
due to the code index. If you need to save space, you can delete all *.il files (approx. 660 MB), which are
only required for working on transpiler or preloader patches.
On Windows the skills install BusyBox (busybox.exe) into their folder for use by
agentic coding tools for UNIX like commands, because AI models are bad at Windows
commands and often fall back to the UNIX CLI tools even if told otherwise. It has
improved efficiency a lot, therefore this is currently a requirement there.
On Linux the skills use the native shell tools instead. The decompiler skills
(se-dev-game-code, se-dev-server-code) install ilspycmd with the official ILSpy
dotnet tool frontend, so PowerShell is not required just to prepare and run the skills.
If you want to use BusyBox in your other projects, then this is also available as a separate skill:
npx skills add https://github.com/viktor-ferenczi/skills --skill busybox-on-windows
Enjoy!
You can also install the skills manually:
install folder:| Target Environment | Windows Script | Linux Script |
|---|---|---|
| Claude Code | claude.bat |
claude.sh |
| Kilo Code | kilocode.bat |
kilocode.sh |
| Cline | cline.bat |
cline.sh |
| OpenCode | opencode.bat |
opencode.sh |
| Custom location | install.bat <target_skills_folder> |
install.sh <target_skills_folder> |
The scripts create junction points / symlinks from the target skill folders to the skill folders in this repository.
I am currently testing it myself. It looks promising, but there may be rough edges. Please try it out and report back or
submit a PR!
I haven't developed many mods involving custom art or definitions, so I lack the personal experience to add those yet.
Contributions via PR are very welcome.
I have exported the current whitelists (as of game version 1.208.015) using MDK2.
This may need future updates or automation during the preparation phase.
If you use the suggested mod or script template projects and the ScriptMerge tool, there is no formal whitelist
validation during build time. It may fail when loading into the game, but if you provide the relevant game logs to
Claude Code, it can usually identify and fix the issue.
It doesn't! Skills work on the principle of progressive disclosure. Claude Code initially sees only the top-level
skill names and descriptions. It then gradually "discovers" more information as needed for the task. It has been given
specific instructions on how to search the SE codebase efficiently so it doesn't get overwhelmed.
Ideally, it performs research using sub-agents and clears irrelevant data before passing the results back to the parent
agent. Agent hierarchies are a fascinating and fast-evolving topic, definitely worth looking into!
The code indexing and search scripts were written entirely by Claude Code with zero human intervention, other than
repeated prompting and some extra testing and review. The indexing logic is based on my previous work using
Tree-sitter's C# parser, originally developed for the (now defunct) Ask Your Code ChatGPT plugin and GPT.
If you suspect something is not working in these skills, then issue the following test prompt in an empty project:
Check whether you can see these skills:
- `se-dev-script`
- `se-dev-mod`
- `se-dev-plugin`
- `se-dev-game-code`
- `se-dev-server-code`
If you see them, then make sure they're prepared for first use.
Once they are prepared, conduct some smoke testing on their features to make sure they work.
If something is missing or not working properly, then list those in a final summary.
In case of permission issues you have to grant access to the folder where the skills are stored.
This usually happens if the skills are linked (mklink) into the coding agent's skills folder.
in alphabetical order
Thank you very much for all your support!
Space Engineers is trademark of Keen Software House s.r.o.