Another game I enjoy playing is "Kerbal Space Program". Similar to Space Engineers, the purpose of the game is to design, build, and fly space ships. The key difference is that KSP relies on realistic physics and requires a basic grasp of orbital mechanics to succeed and has no vanilla mechanism for automating the spaceships using code. There is, however, a mod that enables this functionality called "kOS" or "Kerbal Operating System". The mod introduces a few new parts that allow players to write scripts in a unique kOS language to control various aspects of the attached ship.
One of the existing features in the KSP campaign mode is the requirement to unlock new parts by performing science experiments in different settings. Limited science points are available around the starting space center with more points available from advanced experiments in orbit of or on the surface of different planets and moons. The tedious grind comes when you fly a craft jam packed with experiments and experiment storage parts to a distant setting and then need to manage the interactions with all of them to exhaustively collect the science data and store it for transmission or return to the home planet.
While the kOS mod allows player to automate many of the functions of their space craft, when I first installed it there was no mechanism for "collecting" the science data from experiments into the storage containers. I found this limiting so I cloned the source repository for the mod, spent some time learning the code base, and created a pull request to implement this functionality. I was satisfied to learn that the pull request was eventually merged into the main codebase of the mod.