Se Plugins

Use for Space Engineers server or client plugin development. Torch = dedicated server framework (plugins load into a headless server process, use TorchAPI, NexusV3 for multi-server). Pulsar = client-side plugin loader (plugins load into the game client via PluginHub, HarmonyLib for patching). Concrete triggers: 'write a Torch plugin', 'Pulsar plugin', HarmonyLib patch on a game method, TorchAPI usage, multi-server (NexusV3) coordination, dedicated-server-only modding without changing the game files. SKIP for: mods that ship with a saved game / world (use se-csharp / se-sbc / etc.), in-game PB scripts (use se-pb-scripts). Plugins are NOT mods — different install path, different lifecycle, different auth model.

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File contents

SE Plugins — Torch (server) and Pulsar (client)

Server and client extensibility that sit outside the mod system. Plugins load into their respective host process at startup.

Which one?

Framework Runs in Reference
Torch Dedicated server process references/torch.md
Pulsar Game client process references/pulsar.md

Ask the user which and where it's installed — install paths differ.

Cross-cutting notes

  • Plugins vs mods. Mods ship inside Data/ and are Workshop-distributed. Plugins are separate DLLs loaded by Torch or Pulsar, distributed via TorchAPI / PluginHub. A plugin cannot rely on mod-only APIs, and vice versa.
  • HarmonyLib. Both frameworks use HarmonyLib for monkey-patching game methods. Standard cautions apply — patches break on game updates that rename or restructure the target method.
  • Multi-server (Torch) — NexusV3 for coordinating a fleet. Reference doc covers the manifest format.

Godimas101/se-claude-skill/tree/main/skills/se-plugins commit d3d2731eda

Frequently asked questions

npx skillmds@latest add godimas101/se-plugins