Se Csharp

Use for compiled C# Space Engineers mods: session components, game logic components, MDK2 project setup, decompiler workflows, block API queries (power/gas/inventory/production/doors/conveyor), C# runtime patterns (config via MyIni, save/sync, logging, type conversions like MyFixedPoint). Concrete triggers: writing a MySessionComponentBase subclass, wiring MyGameLogicComponent, querying block state at runtime, setting up a .csproj with MDK2, decompiling a game DLL to find an API. SKIP for: Text Surface Scripts / LCD screen code (use se-tss — separate lifecycle), in-game Programmable Block scripts (use se-pb-scripts — sandboxed, whitelist restrictions), SBC/XML content (use se-sbc), Mod Adjuster patches (use se-frameworks).

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npx skillmds@latest add godimas101/se-csharp