Client Plugins
Important Note:
This document is not an exhaustive list of guidelines. It is intended as a dynamic framework that may be expanded or refined over time based on evolving gameplay, community feedback, and emerging technological considerations.
We encourage ongoing dialogue with developers and staff to ensure the guidelines remain current and effective.
1. General Principles
Client Side Only:
All plugins must operate solely on the client side. They must not make requests to the server or interact with other clients in a malicious way. Plugins must operate in a read-only fashion, they are not allowed to modify grids or simulate user input that is then sent to the server.
Developer-Staff Communication:
Developers must notify the staff team prior to beginning development. Outline the planned functionality - including any use of data that appears on screen - and obtain preliminary feedback. You are not permitted to test unapproved plugins on server.
Server Specific Plugin Rules
Some servers may have additional restrictions that supersede the rules outlined on this page. Please refer to the rules page for the server you are playing on for any additional plugin restrictions.
2. Data Access and Visibility
Permissible Data Sources:
Plugins may retrieve data that is already visible on the screen and is reasonable for any player to have access to in normal gameplay.
The use of such data must be justified by the intent behind its application and is subject to staff approval.
Alignment with Gameplay:
The plugin should replicate or enhance the information that a player would naturally see.
The plugin must not access information normally unavailable to the client via server requests.
The plugin must not use gameplay mechanics that are normally restricted (for example, grabbing grids outside WC Radar range or blueprinting grids that a player wouldn’t normally be able to blueprint).
3. Operational Restrictions
Admin Mode and AFK Limitations:
The plugin must automatically disable its functionalities when the player enters admin mode or is marked as AFK.
This restriction ensures that data gathering and plugin operations occur only during active gameplay.
Manual Data Handling:
Any process that involves saving or logging information (e.g., positions of visible signals) must require deliberate user action, such as pressing a button, rather than happening automatically.
4. Gameplay Integrity and System Control
Respecting Intentional Gameplay Mechanics:
The plugin must not circumvent intentional gameplay mechanics. They are allowed to access and utilize information that is reasonably available to players. However, plugins must not bypass any built-in game restrictions.
User Input Integrity:
The plugin cannot replace user input for trade station store blocks. Actions involving purchasing, selling, or interacting with trade stations must be performed manually by the user.
Player Control Over Critical Functions:
The plugin cannot take control of other ships to perform its functions aka botting/droning other ships. This functionality can be achieved using in game scripts.
Chat Message Integrity:
The plugin cannot intercept, read, post, or edit in-game chat messages. This ensures that communication between players remains secure, authentic, and unmanipulated.
5. Performance and Security Considerations
Optimization and Resource Usage:
Ensure your plugin is optimized and does not negatively impact overall game performance.
Avoid heavy processing or graphical overhead that might degrade the gaming experience.
Data Privacy and Security:
The plugin must not expose, transmit, or inadvertently save any personal or sensitive data without proper disclosure and staff approval.
All data collected or processed should remain strictly on the client side unless explicitly permitted otherwise.
6. Approval Process
Initial Proposal and Communication:
Submit a detailed proposal describing the functionality of your plugin. Explain how the plugin uses on-screen or other data responsibly and how it adheres to gameplay integrity by following the points outlined above.
Prototype Review and Feedback:
Develop a prototype version and share it with the staff team for review. Incorporate feedback regarding data usage, system integration, and overall security.
External Data Visualization and Storage:
Staff must be made aware and review any external data storage of information generated by the plugin. This is to ensure that restrictions outlined during plugin approval are being met.
Final Approval:
Obtain explicit staff approval before the plugin is used for either public or private use.
Ensure that any version changes, especially those related to gameplay mechanics or data access, are documented in version change logs.
Any change logs must be given to trusted staff members who will communicate them to plugin review staff members to maintain comprehensive knowledge on the functionality of the plugins.
7. Enforcement and Non-Compliance
Adherence to Guidelines:
Developers must adjust their plugins as necessary if any aspects are found to be in violation of these guidelines.
Consequences:
Plugins that operate beyond the permitted scope - such as collecting non-visible data, functioning during admin or AFK states, or interfering with essential gameplay controls - will be subject to immediate disablement.
Repeated or egregious violations may result in revocation of privileges for creating or using client side plugins.
Depending on the seriousness of the violation punishment may also include a permanent ban from the Sigma Draconis Games community and all associated hosted games.
8. Conclusion
These guidelines aim to balance creative flexibility with a robust commitment to fairness, security, and proper gameplay integrity in Space Engineers. By ensuring that all client side plugins only access data that is clearly available on screen - and without utilizing information normally unavailable via server requests or restricted gameplay mechanics - we maintain a secure and equitable gaming environment.
Developers are encouraged to maintain open communication with the staff team and to update their plugins as necessary to meet evolving game standards and policies.
At the end of the day developers should always keep in mind that if you don't know, ask. We as staff members will do our best to answer your questions and update these guidelines as needed.