--- title: Plugin Development description: Information about creating and maintaining plugin for SE Launcher (CringeLauncher) published: true date: 2025-07-07T13:40:59.987Z tags: editor: markdown dateCreated: 2025-07-07T12:39:12.054Z --- # Plugin Development 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: - [Get started with C#](https://learn.microsoft.com/en-us/dotnet/csharp/tour-of-csharp/) - [Introduction to C# in .NET](https://learn.microsoft.com/en-us/dotnet/csharp/) --- ## Getting Started To begin developing plugins for SE Launcher, follow the steps below: ### 1. Choose and Install an IDE 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/](https://visualstudio.microsoft.com/vs/community/) - **JetBrains Rider (Free for Non-Commercial Use)** [https://www.jetbrains.com/rider/](https://www.jetbrains.com/rider/) - **Visual Studio Code + C# Extension** Download VS Code: [https://code.visualstudio.com/](https://code.visualstudio.com/) Install the C# extension: [https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csdevkit](https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csdevkit) ### 2. Install Plugin Templates To create a plugin project, you need to install the official templates. Open a terminal or command prompt and execute: ```bash 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. ### 3. Create and Launch the Plugin 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: - **Visual Studio**: `F5` to start debugging, `Shift + F5` to stop - **Rider**: `Shift + F9` to debug, `Shift + F10` to run - **VS Code**: `F5` to start debugging --- ## What Next? Once you’ve created your initial plugin project, here are the next steps to explore and extend your plugin: 1. **[Navigating Game Code](./development/decompiling-game)** Learn how to decompile the game to understand its internal structure. 2. **[How to Create Configs](./development/plugin-configs)** Learn how to use the launcher's built-in config system to make your plugin configurable. 3. **[Creating UIs](./development/plugin-ui)** Explore different built-in UI frameworks supported by the launcher for developing user interfaces. 4. **[Patching Game Code](./development/patching)** Understand how to use the Harmony library to write runtime patches for the game. 5. **[Publishing](./development/publishing)** Instructions on preparing and publishing your plugin. 5.1 **[Publishing to Official PluginHub](./development/publishing/guidelines)** Follow the guidelines to submit your plugin to the official PluginHub. 5.2 **[Distributing via Your Own Source](./development/publishing/custom-source)** Learn how to host and distribute your plugin independently. ---