SE Grid Manager is a Space Engineers plugin stack for server-side grid management (Torch and dedicated). Players interact through ModAPI secure messaging; the former ClientPlugin (WPF in-game UI) has been removed from this repository. The Workshop / local client mod lives under WorkshopMod/SEGridManagerClient: Data/Scripts (in-game compiled; Rich HUD Framework terminal when Rich HUD Master (1965654081) is enabled, otherwise mission / notification + hotkeys). An optional SEGridManagerClient C# project can build a MyGui DLL for special setups — vanilla does not depend on that DLL; see LOADING.md there.
- Client experience: Local or Workshop scripted mod (
Data/Scripts/SEGridManagerClient/including nestedRichHudFramework/) and same message IDs as the Torch plugin (seeWorkshopMod/SEGridManagerClient/README.md). For the Rich HUD terminal UI, players also subscribe to Rich HUD Master (1965654081) and load it before this mod. - Server-side grid management: Torch and dedicated server builds.
- Block-level operations: View and delete flows via server APIs and messaging (contract in
TorchPlugin/Plugin.cs). - Multi-platform support: Dedicated and Torch deployments.
- HTTP API integration (Torch): REST endpoints for external tools.
- Real-time communication: ModAPI secure messages between client mod and server plugin.
- Owner-based filtering: Server enforces ownership rules for sensitive operations.
The project is organized into these parts:
- Server-side plugin for Torch.
- HTTP listener and REST API.
- Grid data, permissions, and ModAPI message handlers for client requests.
- Lightweight server plugin for non-Torch dedicated hosts.
- Core grid management without Torch-specific features.
- Common code for plugins.
- Configuration, logging, Harmony helpers.
- Local / Workshop mod:
Data/Scripts/SEGridManagerClient/*.cs+Data/BlockCategories/BlockCategories.sbc+metadata.mod. Copy the folder to%AppData%\SpaceEngineers\Mods\— remove any staleSEGridManagerClient.dllin that folder if hotkeys do nothing. Optional VS projectSEGridManagerClient/SEGridManagerClient.csprojbuilds a MyGui DLL (not used by default). SeeLOADING.md.
- Visual Studio 2019 or later (or VS Code with the C# extension).
- .NET Framework 4.8 (or 4.8.1 if your SDK provides reference assemblies for it).
- Space Engineers
Bin64(required inDirectory.Build.propsif you build the optional SEGridManagerClient DLL project). - Space Engineers Dedicated Server (
DedicatedServer64) for dedicated plugin references. - Torch Server (optional) for Torch plugin references.
- Space Engineers (current branch used by your server).
- Rich HUD Master (Workshop 1965654081) — for the client mod’s Rich HUD terminal (optional: without it, the script mod still offers mission +
/gmgfallback). - Harmony 2.3.3 (NuGet).
- Newtonsoft.Json (as shipped with the game / Torch stack).
Copy Directory.Build.props.example to Directory.Build.props and set paths to your local game and Torch installs. The Directory.Build.props file is not committed to avoid machine-specific paths.
git clone https://github.com/snowmuffin/SE_Grid_Manager.git
cd SE_Grid_ManagerIn the repository root, copy the template and adjust paths as needed.
cp Directory.Build.props.example Directory.Build.props
# On Windows: copy Directory.Build.props.example Directory.Build.propsEdit Directory.Build.props so Bin64, Dedicated64, and Torch match your installs. The same content is in Directory.Build.props.example as a reference.
Verify Torch assemblies under $(Torch) (typical names include):
Torch.dllTorch.API.dllTorch.Server.exe
Verify dedicated server assemblies under $(Dedicated64) as referenced by the project.
msbuild Gridmanager.sln /p:Configuration=Debug /p:Platform="Any CPU"Pre-build runs verify_props.bat to validate paths.
Copy WorkshopMod\SEGridManagerClient to %AppData%\SpaceEngineers\Mods\ and enable the mod. No build step is required for the scripted mod. If a previous test left SEGridManagerClient.dll in that folder, delete it. The server must run the Gridmanager Torch (or compatible) plugin. See WorkshopMod/SEGridManagerClient/LOADING.md.
- Build TorchPlugin.
- Deploy to Torch
Plugins\(e.g.Gridmanager.dll,manifest.xmlper your Torch layout).
- Build DedicatedPlugin.
- Copy the plugin DLL to the dedicated server’s plugins folder.
Enable SEGridManagerClient in the world’s mod list; the mod folder must contain Data/Scripts/SEGridManagerClient/ with the .cs files. Ctrl+Shift+G or Alt+Shift+G requests grid data (mission / notifications per GridManagerUiSession). Protocol matches TorchPlugin/Plugin.cs.
Typical options include:
- Enable HTTP Listener: Turn the REST API on or off.
- HTTP Port: Listener port (commonly
8080). - Web Host Address: Base address for callbacks / notifications.
SE_Grid_Manager/
├── TorchPlugin/
├── DedicatedPlugin/
├── Shared/
├── WorkshopMod/SEGridManagerClient/ # Client mod: Data/Scripts + optional MyGui csproj
├── WorkshopMod/SteamUpload/ # SteamCMD publish scripts (not part of the mod files)
├── Directory.Build.props.example # copy → Directory.Build.props (local, gitignored)
├── Gridmanager.sln
├── verify_props.bat
└── setup.py
- Pre-build:
verify_props.batchecks that configured paths exist. - Post-build: Projects may copy outputs to local game/Torch folders (see each
.csproj).
-
Missing references
Fix paths inDirectory.Build.propsand confirm game/Torch installs match the targeted build. -
Plugin not loading
Confirm DLL andmanifest.xmllocations; read Torch / dedicated logs. -
Client–server messaging
Ensure the server plugin is loaded and the client mod is enabled (Data/Scriptspresent). If the hotkey does nothing, remove any straySEGridManagerClient.dllin the mod folder and readWorkshopMod/SEGridManagerClient/LOADING.md. Check firewalls and message IDs.
- Game client:
%AppData%\SpaceEngineers\Logs\ - Dedicated / Torch: your server’s log directory
- Fork the repository.
- Create a branch for your change.
- Submit a pull request with a clear description.
This project is licensed under the MIT License; see LICENSE.
Questions and issues: GitHub Issues.