Godimas101
- 10 skills
- 0 followers
- 5 hours ago last updated
- ▌ Se Sbc · godimas101 bundleUse for Space Engineers SBC/XML modding: block definitions, item definitions, categories, variant groups, blueprints, production tabs, progression/research locks, LCD registration, localization, loot tables, prefabs, DefinitionBase fields, TypeId/SubtypeId, override behavior, load order. Concrete triggers: editing .sbc files, adding a new block or item, patching balance values, defining a category or variant group, questions about DefinitionBase or MyObjectBuilder_*. SKIP for: C# runtime code (use se-csharp), TSS/LCD screen code (use se-tss), PB in-game scripts (use se-pb-scripts), Mod Adjuster XML specifically (use se-frameworks), 3D models or textures (use se-assets).
- ▌ Se Tss · godimas101 bundleUse for Space Engineers Text Surface Scripts — compiled C# code that runs on LCD blocks and is invoked by the InfoLCD mod. Covers MyTextSurfaceScriptBase subclasses, TextSurfaceScripts.sbc registration, scroll timers, subgrid caching, drawing API (helpers, base classes, viewport, charts, MeasureStringInPixels). Concrete triggers: writing a `MyTextSurfaceScriptBase` subclass, registering an LCD app in TextSurfaceScripts.sbc, drawing to `MySprite`, scrolling long content on an LCD, custom LCD apps. SKIP for: session components / game logic mods (use se-csharp — different lifecycle and registration), in-game PB scripts (use se-pb-scripts — sandboxed), SBC content without C# (use se-sbc).
- ▌ Se Core · godimas101 bundleUse at the start of any Space Engineers modding session, or when routing between mod types. Verifies workspace is set up correctly (SE game dir, ModSDK, AppData, Workshop), triggers the mod-catalogue check, watches for DLC/patch changes, and routes to the right domain skill (SBC, C#, TSS, PB, frameworks, assets, plugins). Concrete triggers: session start on an SE workspace, 'I want to mod SE', 'what type of mod should I build', an ambiguous SE question that could belong to multiple domains. SKIP for: focused domain work when the mod type is already clear — go straight to se-sbc, se-csharp, se-tss, se-pb-scripts, se-frameworks, se-assets, or se-plugins instead.
- ▌ Se Assets · godimas101 bundleUse for Space Engineers asset creation: 3D models (Blender + SEUT addon, FBX → MwmBuilder → .mwm), texture channel packing (DX11 layout: _cm/_ng/_add/_alphamask), Havok collision meshes, material Technique values (MESH, DECAL, GLASS, HOLO, SHIELD…), LCD textures (PNG → texconv → .dds), and audio (WAV → xWMAEncode.exe → .xwm). Concrete triggers: making a custom block model, packing textures for a mod, setting up collisions, converting audio for the game. SKIP for: SBC-only content that reuses vanilla art (use se-sbc), C# code or scripts (use se-csharp / se-tss / se-pb-scripts), framework integrations without art work (use se-frameworks).
- ▌ Se Csharp · godimas101 bundleUse 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).
- ▌ Se Plugins · godimas101 bundleUse 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.
- ▌ Se Frameworks · godimas101 bundleUse for Space Engineers mods that build on top of a framework: MES (Modular Encounters System), AI Enabled, WeaponCore, Mod Adjuster, Animation Engine, Scope Framework, Tank Tracks, Vanilla+ Framework. Concrete triggers: writing a Mod Adjuster XML patch, defining an MES spawn group / prefab, adding a WeaponCore weapon, authoring an AI Enabled bot, integrating with Animation Engine / Scope Framework / Tank Tracks / Vanilla+. SKIP for: vanilla SBC content with no framework dependency (use se-sbc), general C# session components not integrating with a framework (use se-csharp), asset creation (use se-assets).
- ▌ Se Pb Scripts · godimas101 bundleUse for Space Engineers in-game Programmable Block scripts — user-written C# code that runs in a sandboxed VM inside a PB. Covers the Main loop, `Program` class structure, `UpdateFrequency`, `IMyGridTerminalSystem`, `IMyIntergridCommunicationSystem` (IGC), coroutines, `Echo`, `Me.CustomData`, `Storage`, and the whitelist. Concrete triggers: writing a Main method that runs on a PB, GridTerminalSystem.GetBlocksOfType, IGC broadcasting, PB CustomData config, unbounded-loop instruction limit errors. SKIP for: compiled DLL mods with full .NET (use se-csharp or se-tss — different sandbox, different capabilities), SBC-only mods (use se-sbc). PB scripts CANNOT do I/O, threading, reflection, or use most `System.*` namespaces — this skill enforces those constraints throughout.
- ▌ Se Getting Started · godimas101 bundleBeginner onboarding for Space Engineers modding. Use when the user says they're new to modding, don't know where to start, don't know what mod type to build, or asks conceptual questions about the mod ecosystem (SBC vs C# vs PB script vs framework mod). Walks through mod-type concepts, required tools, folder structure, and publishing basics. SKIP for: users who already know their mod type — route directly to the domain skill (se-sbc, se-csharp, se-tss, se-pb-scripts, se-frameworks). Also SKIP for advanced questions from an experienced modder.
- ▌ Se Troubleshooting · godimas101 bundleUse when a Space Engineers mod is misbehaving: crashes, missing definitions, mod not loading, patch broke something, DLC content changed. Covers log reading strategy (SpaceEngineers.log — never top-to-bottom, search from the end), error catalog with fixes, patch-notes tracking (breaking changes by patch), and DLC catalogue (SubtypeId → DLC pack). Concrete triggers: 'my mod isn't loading', 'the game crashes when', 'this definition doesn't apply', 'what changed in patch X', 'is this SubtypeId from a DLC'. SKIP for: authoring new content (route to se-sbc / se-csharp / etc.); this skill is exclusively diagnostic.