A skill library for Space Engineers 2 plugin development.
This library applies only to version 2 of the game.
- Space Engineers 2 (on Linux, installed via Steam/Proton)
- .NET 10 SDK (used to install
ilspycmdas a dotnet tool) gitcommand line client onPATH- Python 3.13 or newer on
PATH- On Linux this is optional:
uvprovides the pinned Python 3.13 for the skills' virtual environments automatically, so the system Python version does not matter.
- On Linux this is optional:
Works on Windows and Linux. On Windows the skills use BusyBox and
NTFS junctions; on Linux they use the native shell and symlinks. uv is
installed automatically by the preparation step if missing.
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 (via mklink) into the coding agent's skills folder.
The simplest option is to use skills.sh, if you have Node.js installed (which provides npx on PATH):
npx skills add CometWorks/skills2
Follow the wizard. Later you can update them with: npx skills update
If you don't want to use skills.sh, just copy the skill folders into your coding agent's skills folder.
The skills will automatically prepare themselves on first use. This involves downloading some tools and indexing code.
If you want to prepare them ahead of time, run the preparation script in their respective folders:
Prepare.bat on Windows, or ./prepare.sh on Linux.
Note: Preparing the se2-dev-game-code skill may take 10–20 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 GB of disk space
due to the decompiled source code, the code index and the copied game contents.
- se2-dev – Start here. Overview of the SE2 development ecosystem, routes to the skill your task needs, and holds the Graphify tooling shared by the other skills
- se2-dev-plugin – Plugin development
- se2-dev-game-code – Searchable decompiled C# game code
Install se2-dev alongside the others: the se2-dev-* preparation scripts pick up their
shared Graphify integration from it. Without it they still prepare normally, only skipping
the optional graph.
More are planned as the game gains modding, scripting, and multiplayer capabilities.
Enjoy!
- SE Mods Discord FAQ, Troubleshooting, Support, Bug Reports, Discussion
- Pulsar Discord Everything about plugins
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!
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, issue the following test prompt in an empty project:
Check whether you can see these skills:
- `se2-dev`
- `se2-dev-plugin`
- `se2-dev-game-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 (via mklink) into the coding agent's skills folder.
Tested with Claude Code and Opus 4.7:
Both skills are visible. Let me prepare and smoke-test them.
Python 3.13 is available. Running the one-time plugin preparation.
Both skills are prepared. Now running smoke tests in parallel.
Both skills are working. Summary:
se2-dev-plugin:
list_plugins.py: found 1 registry plugin (No Forced Camera Zoom)download_plugin_source.py: successfully cloned source via gitsearch_plugin_code.py: foundPlugin.csdeclaration
se2-dev-game-code:
- Class declaration search: found
CubeGridComponentin 3 files - Method signature search: found
OnAddedToSceneacross many components
in alphabetical order
- BetaMark
- Casinost
- Mordith - Guardians SE
- Robot10
- wafoxxx
- Diggz
- jiringgot
- Jimbo
- Kam Solastor
- lazul
- Linux123123
- Lotan
- Lurking StarCpt
- NeonDrip
- NeVaR
- opesoorry
- Avaness
- mkaito
- Space - Pulsar
- avaness - Plugin Loader (legacy)
- Fred XVI - Racing maps
- Kamikaze - M&M mod
- LTP
- Mordith - Guardians SE
- Mike Dude - Guardians SE
- SwiftyTech - Stargate Dimensions
Thank you very much for all your support!
Space Engineers 2 is a trademark of Keen Software House s.r.o.