Client plugins in SE Launcher (CringeLauncher) are designed to be significantly more powerful than regular Steam Workshop mods. They have the ability to modify game behavior at runtime, access internal APIs, and even patch the game code, including sensitive components like the DirectX 11 renderer of the game engine. This allows for extensive customization and feature development well beyond the capabilities of the vanilla modding system.
Note: Prior experience with C# programming is required to start developing plugins.
You can start learning C# here:
To begin developing plugins for SE Launcher, follow the steps below:
You will need a C#-capable integrated development environment. Below are some popular free options:
Visual Studio 2022 Community Edition
https://visualstudio.microsoft.com/vs/community/
JetBrains Rider (Free for Non-Commercial Use)
https://www.jetbrains.com/rider/
Visual Studio Code + C# Extension
Download VS Code: https://code.visualstudio.com/
Install the C# extension: https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csdevkit
To create a plugin project, you need to install the official templates. Open a terminal or command prompt and execute:
dotnet new install CringePlugins.Templates --nuget-source https://ng.zznty.ru/v3/index.json
After installation, the SpaceEngineers Plugin Template will be available in your IDE’s "Create New Project" menu.
Create a new project using the installed template. Once the project is created, you can start debugging the game directly from your IDE.
Here are typical hotkeys to start a debug session:
F5
to start debugging, Shift + F5
to stopShift + F9
to debug, Shift + F10
to runF5
to start debuggingOnce you’ve created your initial plugin project, here are the next steps to explore and extend your plugin:
Navigating Game Code
Learn how to decompile the game to understand its internal structure.
How to Create Configs
Learn how to use the launcher's built-in config system to make your plugin configurable.
Creating UIs
Explore different built-in UI frameworks supported by the launcher for developing user interfaces.
Patching Game Code
Understand how to use the Harmony library to write runtime patches for the game.
Publishing
Instructions on preparing and publishing your plugin.
5.1 Publishing to Official PluginHub
Follow the guidelines to submit your plugin to the official PluginHub.
5.2 Distributing via Your Own Source
Learn how to host and distribute your plugin independently.