Refactor high-complexity React components in Dify frontend. Use when `pnpm analyze-component...
npx skills add viktor-ferenczi/se-dev-skills --skill "se-dev-plugin"
Install specific skill from multi-skill repository
# Description
Plugin development for Space Engineers version 1
# SKILL.md
name: se-dev-plugin
description: Plugin development for Space Engineers version 1
license: MIT
Getting Started
If the Prepare.DONE file is missing in this folder, you MUST run the one-time preparation steps:
1. Review the requirements and instructions in Prepare.md.
2. Execute the preparation by running .\Prepare.bat from this folder.
3. IMPORTANT: You are on Windows. Use & to chain commands in cmd.exe or ; in PowerShell. Do NOT use &&.
4. DO NOT create the Prepare.DONE file yourself. It is automatically created by Prepare.bat only upon a successful run. Creating it manually is "faking" success and will lead to errors.
Usage Guide
- A Python virtual environment in this folder was made available by the preparation.
- Use this Python virtual environment to write short, targeted, reusable utility scripts as needed.
Build a catalog of such scripts in UtilityScripts.md next to this skill file. - Use
uv run script_name.pyin this folder (as CWD) to run your scripts. - IMPORTANT: Space Engineers modding is done on Windows. All commands must work on Windows.
- Use
busybox.exeas a prefix to run individual UNIX-like commands, for example:busybox.exe grep -r "pattern" folder. - Do NOT open a bash shell with
busybox bash. Run busybox commands directly from cmd or PowerShell instead. - CRITICAL: Always use forward slashes (
/) in file paths passed to busybox. Backslashes are interpreted as escape characters by bash and will be silently removed, mangling paths. Windows accepts forward slashes. Correct:busybox.exe grep "pattern" C:/Users/name/folder— Wrong:C:\Users\name\folder. - Alternatively use Windows PowerShell, which handles backslash paths natively.
- See the list of available Python packages in
pyproject.toml.
Read the appropriate documents for further details:
- Plugin.md Plugin development (shared skills for both client and server)
- ClientPlugin.md Client plugin development (relevant on client side)
- ServerPlugin.md Server plugin development (relevant on server side)
- Guide.md Use this to answer questions about the plugin development process in general.
- Publicizer.md How to use the Krafs publicizer to access internal, protected or private members in the original game code (optional).
- OtherPluginsAsExamples.md How to look into the source code of other plugins as examples.
Plugins are released exclusively on the PluginHub. All plugins must be open source, since they are compiled on
the player's machine from the GitHub source revision identified by its PluginHub registration. Plugins are
reviewed for safety and security on submission, but only on a best effort basis, without any legal guarantees.
Plugins are running native code and can do anything.
Use the se-dev-game-code skill to search the game's decompiled code. You will need this to
understand how the game's internals work and how to interface with it and patch it properly.
General rules:
- Follow the Windows command line rules above (use busybox.exe prefix, forward slashes in paths).
References:
- Pulsar Plugin loader for Space Engineers
- Pulsar Installer Installer for Pulsar on Windows
- PluginHub Public plugin registry for Pulsar
# Supported AI Coding Agents
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.