Skip to content
 
 

Repository files navigation

Space Engineers Plugin Template

Client only version of this template

Prerequisites

Create your plugin project

  1. Click on Use this template (top right corner on GitHub) and follow the wizard to create your repository
  2. Clone your repository to have a local working copy
  3. Run setup.py, enter the name of your plugin project in CapitalizedWords format
  4. Let setup.py auto-detect your install locations or fill them in manually
  5. Open the solution in Visual Studio or Rider
  6. Make a test build, it should deploy the resulting files to their respective target folders (see them in the build log)
  7. Test that the empty plugin can be enabled in Pulsar (client) and Magnetar (server)
  8. Replace the contents of this file with the description of your plugin
  9. Follow the TODO comments in the source code
  10. Look into the source code of other plugins for examples on how to patch the game

You may find the source code of these plugins inspirational:

In case of questions please feel free to ask the SE plugin developer community on the Pulsar Discord server in their relevant text channels. They also have dedicated channels for plugin ideas, should you look for a new one.

Good luck!

Remarks

Plugin version

The plugin version lives in Version.Build.props, which is committed and imported by Directory.Build.props. Keeping the version separate from the local path overrides means it is shared by all contributors and stays under version control. Bump the version there.

Folder path overrides

Directory.Build.props is committed and declares the overridable folder paths with empty defaults:

  • Bin64 — the folder containing SpaceEngineers.exe
  • Dedicated64 — the folder containing SpaceEngineersDedicated.exe
  • Pulsar — the Pulsar folder the client plugin is deployed into after each build
  • Magnetar — the Magnetar installation folder, the one holding the launcher executables and their Libraries, which is where PluginSdk.dll is referenced from
  • MagnetarData — the Magnetar config folder the server plugin is deployed into, the one holding Local, Sources and Profiles

It optionally imports Directory.Build.props.user from the repository root, which is not committed (matched by *.user in .gitignore), so each contributor keeps their own local paths there.

To override a path manually, copy the first PropertyGroup of Directory.Build.props into Directory.Build.props.user, wrapped into a top-level <Project> element, and fill in your paths. setup.py writes that file for you with the auto-detected install locations, creating it if needed and keeping any other overrides already in it.

Leaving a path empty (or having no Directory.Build.props.user at all) falls back to the auto-detection in Directory.Build.props, which reads the Steam registry keys on Windows and the usual Steam locations on Linux, then resolves the game and the Dedicated Server through Steam's libraryfolders.vdf, so installs on a secondary Steam library are found as well.

Loader folder Windows Linux
Pulsar %AppData%\Pulsar $XDG_CONFIG_HOME/Pulsar (~/.config/Pulsar)
Magnetar the Magnetar\ tree next to the server install $XDG_DATA_HOME/Magnetar (~/.local/share/Magnetar)
MagnetarData <Magnetar>\MagnetarLegacy or \MagnetarInterim, named after the launcher $XDG_CONFIG_HOME/Magnetar (~/.config/Magnetar)

The build fails with a clear message if Bin64, Dedicated64 or Magnetar's PluginSdk.dll cannot be resolved, and warns instead of failing if a loader folder is missing, in which case that plugin is only built, not deployed.

Deployment

Each successful build copies itself into its loader's Local plugin folder, so there is nothing to run by hand:

Project Build Deployed to
ClientPlugin net48 <Pulsar>/Legacy/Local/<PluginName>/
ClientPlugin net10.0 <Pulsar>/Interim/Local/<PluginName>/
ServerPlugin net48 <Magnetar>/MagnetarLegacy/Local/ (Windows only)
ServerPlugin net10.0 <MagnetarData>/Local/

Pulsar identifies a plugin by its folder, so the client DLL is copied as plugin.dll, its symbols as plugin.pdb and the PluginHub registration XML from the repository root as plugin.xml. Magnetar identifies a plugin by its DLL file name, so the server plugin is copied flat as <PluginName>.dll, with the MagnetarHub registration XML next to it as <PluginName>.dll.xml. Either way the loader shows the plugin under its friendly name and honours the runtime and platform restrictions declared in the XML.

Interim is the Pulsar executable running Space Engineers 1 on .NET 10. It falls back to the Legacy data folder when <Pulsar>/Interim does not exist, and so does the deployment. (<Pulsar>/Modern belongs to Space Engineers 2 and is never a deployment target here.) MagnetarInterim is its dedicated server counterpart and falls back the same way. On Linux only the Interim launchers exist, so only the net10.0 build is made.

Plugin configuration

You can have a nice configuration dialog with little effort in the game client. Customize the Config class in the ClientPlugin project, just follow the examples. It supports many different data types, including key binding. Once you have more options than can fit on the screen the dialog will have a vertical scrollbar.

Example config dialog

The server plugin configuration works differently, please see the Config folder of the Shared project for that. The client side Config class is not integrated with the server side configuration, currently.

Shared project

  • Put any code you can share between the plugin projects into the Shared project. Try to keep the redundancy at the minimum.

  • The DLLs required by your Shared code need to be added as a dependency to all the projects, even if some of the code is not used by one of the projects.

  • You can delete the projects you don't need. If you want only a single project, then move over what is in the Shared one, then you can delete Shared.

How to prevent the potential crash after game updates

Please use the EnsureCode attribute on patch methods to safely skip loading the plugin with an error logged should the code in any of the methods patched would change as part of a game update. It is a good way to prevent blaming crashes on your plugin after game updates, so your plugin can remain safely enabled (but effectively disabled) until you have a chance to release an update for compatibility with the new game version. Please see the examples in the Shared/Patches folder on how to use this attribute.

The hexadecimal hash code is logged in case of a mismatch, so you can read them from the logs for any new method you patch, just leave the string initially empty in the EnsureCode attribute, then replace with the value from the error log line after you run your plugin with the patch for the first time.

On Proton (Linux) this check tends to cause issues, therefore it is automatically skipped when the plugin detects it is running under Wine/Proton.

Debugging

  • Always use a debug build if you want to set breakpoints and see variable values.
  • A debug build defines DEBUG, so you can add conditional code in #if DEBUG blocks.
  • While debugging a specific target unload the other one. It prevents the IDE to be confused.
  • If breakpoints do not "stick" or do not work, then make sure that:
    • Other projects are unloaded, only the debugged one and Shared are loaded.
    • Debugger is attached to the running process.
    • You are debugging the code which is running (no code changes made since the build).
  • Transpiler patches will write a harmony.log.txt file to your Desktop while running Debug builds. Never release a debug build to your users, because that would litter their desktop as well.
  • To debug transpiler changes to the IL code it is most practical to generate the files of the method's IL code before and after the change made, so you can just diff them. Please see the transpiler example under the Shared/Patches folder for the details.

Accessing internal, protected and private members in game code

Enable the Krafs publicizer to significantly reduce the amount of reflections you need to write.

This can be done by systematically uncommenting the code sections marked with "Uncomment to enable publicizer support". Make sure not to miss any of those. List the game assemblies you need to publicize in GameAssembliesToPublicize.cs. In case of problems read about the Krafs Publicizer or reach out on the Pulsar Discord server.

AI assisted plugin development

Please consider using se-dev-skills for better outcomes.

Troubleshooting

  • If the IDE looks confused, then restarting it and the debugged game usually works.
  • If the restart did not work, then try to delete caches used by your IDE and restart.
  • If your build fails to copy the plugin into the Local folder, then something locks the DLL file.
  • Look for running game or server processes (maybe stuck running in the background) and kill them.

Release

  • Always make your final release from a RELEASE build. (More optimized, removes debug code.)
  • Always test your RELEASE build before publishing. Sometimes it behaves differently.
  • In case of client plugins the Pulsar compiles your code, watch out for differences.

Publishing your plugin

  • Register client plugins into PluginHub, so they become available in Pulsar.
  • Register server plugins into MagnetarHub, so they become available in Magnetar.

Communication

  • In your documentation always include how players or server admins should report bugs.
  • Try to be reachable and respond on a timely manner over your communication channels.
  • Be open for constructive critics.

Abandoning your project

  • Always consider finding a new maintainer, ask around at least once.
  • If you ever abandon the project, then make it clear on its GitHub page.
  • Abandoned projects should be made hidden on PluginHub and MagnetarHub.
  • Keep the code available on GitHub, so it can be forked and continued by others.

About

Client and Dedicated Server plugin template for Space Engineers 1.

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages