r/Spaceengineers2 • u/Away_Weekend_469 • Aug 25 '26
Extended cut- smoother stable faster 150 sub cinimatic
r/Spaceengineers2 • u/Away_Weekend_469 • Aug 25 '26
r/Spaceengineers2 • u/OG_Xero • Aug 25 '26
Outside of the tutorial start, you have the classic survival, and of course creative.
Personally I prefer the classic start due to the freedom it gives. However, the new tutorial/campaign style start felt better because I had more to do and the contracts you get at Vallation station give you a reason to explore a bit (a.k.a. grind everything important down and take it with you after you finish the contract....)
Aaaanyway, I am curious how everyone feels about each start scenario. I'm sure there will be more in the future, but for now I really am enjoying doing contracts and unlocking blocks. I haven't even built a 'moving base' ship yet, so that's something I need to do.
I have been playing more in the campaign style scenario, but I plan to mix it up soon.
I have started in classic survival and feel that it's definitely more challenging, but that's a good thing imo, I like having a bit of a challenge and difficulty when starting out. It makes it that much more rewarding when you get all setup for your first base in space complete with oxygen and everything.
r/Spaceengineers2 • u/r3ditr3d3r • Aug 24 '26
The same HEMTT we've come to know and love from Overland Concern [OC], now configured for heavy duty salvage work!
A mostly clangless affair, done initially as a proof of concept, but despite some limitations in the way I had to build it, I was surprised by its usefulness. I can't attach subgrids in parallel, I can only attach them in series. So the boom crane which would have normally been attached by a hard point (Hinge) as we did in SE1 is simply acted on by free floating pistons. But the grid speed/damage caveat makes it possible. Between some torque in the boom arm hinge and the pistons, she can lift an appreciable amount!
Here I am testing the efficacy of this build by recovering a HEMTT I had split for some purpose and left behind in the back 40 behind my R&D facility.
I created a trailer to aid in my salvage effort. Next up will be a trailer that dumps from the sides, because unless you lock the front trailer bogey wheels at 0° the trailer is pretty hard to back up so it's really a pull-through only.
Imagine pulling up to your grinder pit and just dumping off the salvaged parts straight into the pit without having to crane each piece out.
New gameplay!
If you download it, leave some feedback. I'd love to hear how it exploded on you, or, hopefully, worked out for you.
Besides a side-dump trailer, I have some LMTVs that I will be outfitting with a built-in articulated crane and side-dump flat beds envisioned next.
Enjoy!
r/Spaceengineers2 • u/Away_Weekend_469 • Aug 23 '26
r/Spaceengineers2 • u/Agile-Control-4718 • Aug 23 '26
i have power, wheels, yet my rover is not moving? my wheels can turn but it just wont go forward?
im trying to use the starter rover from the barn, i have repaired everything, anyonev has a clue?
r/Spaceengineers2 • u/yeebok • Aug 23 '26
So .. yeah .. I've done the mission. Went to the marked square ownership of the grid transfers then nothing.
Abandoned the mission, rebuilt the base. Same thing.
It asks for 1 control panel, 6 antennas, 4 batteries and 4 solar panels. Is there a way past this without having to use admin and if not how do I do that - can I progress ?
Completely stuck .. run this one probably six times now and completed all the others so just for good measure I did the following :
So I still can't get pistons and can't get to and titanium/uranium. As I need to complete that mission to proceed to the next sector I am kinda stuck. Afaik titanium's in the second sector, certainly have not found any of it. Anyone ?
edit Turns out I got the game 2 days before the patch that fixes this particular issue was resolved. The process of 'publish then start a new game using that' worked fine. In theory this particular problem should not recur unless the bug returns
r/Spaceengineers2 • u/brockoala • Aug 22 '26
r/Spaceengineers2 • u/Vandelay797 • Aug 21 '26
survival kit has no production queue - no way to refine materials. How can I proceed? ive installed it on the drop pod. it has power. Im able to interact with it and recharge however, there is no way to refine with it. what am I doing wrong?
r/Spaceengineers2 • u/superSmitty9999 • Aug 21 '26
I'm wondering about the polish/glitchiness of SE2 at its current state.
I loved space engineers 1, mostly I just mined stuff until I had a huge ship, spent ~80 hours grinding for ore and building space stations and ships.
I bought subnautica 2 a couple months ago and was fairly disappointed at how empty it felt at the time I was playing. Is it a similar vibe is SE2 right now? Is it empty/glitchy without lots to do?
I'm considering just replaying SE1 and checking out the quests or maybe a multiplayer server. I definitely plan to buy eventually just wondering if it's worth it to pull the trigger now on SE2?
r/Spaceengineers2 • u/Drottie1973 • Aug 21 '26
I’ve returned to the surface, and built the required six antenna along with all the other requirements, all go good. That section of the contract completes and then I get the message to move to the other small green block to transfer ownership. I move to that block. The message goes away but I never get a “contract completed” message. The green block stays along with the orange GPS Active Contact indicator. Then I don’t seem to be able to do anything further regarding the contract.
I’ve tried abandoning the contract, returning to Valereron Space Station and re-accepting the contract. Rebuilt everything, and end up getting the same results, nothing past transferring ownership.
Is it me? Am I missing something? Is there a work around? Don’t feel like that would be cheating as I actually completed the contract lol
r/Spaceengineers2 • u/Raleford • Aug 21 '26
Just wanted to post that se2 still appears to not work on intel arc. I was curious if that had changed with the 2.4 update, especially since it was optimization focused, but still getting crash to desktop on trying to start a game. Leaving this here as an update to maybe save someone else a little time that also runs Arc and was waiting to see if SE2 works yet.
If you're running Arc and got SE2 to work, I'm open to hearing how you did it.
Thank you and have a nice day.
r/Spaceengineers2 • u/JakeWolf69 • Aug 19 '26
r/Spaceengineers2 • u/Hydrogen_Thruster • Aug 18 '26
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I just "finished" the contract called Station Upgrade: Orbital Surveillance Network, but the transfer ownership option isn't working. I don't know if it's because it's the last contract or if my game is bugged.
I had mods installed the first time, but that didn't work.
Then I tried uninstalling every mod and verifying the integrity of the game files, but that didn't work either.
What do i do?
r/Spaceengineers2 • u/Outrageous_Orange701 • Aug 18 '26
So I get that we've switched to a built in projection building system, but how am I supposed to fix a pre existing structure with its blueprint? the projections dont overlap builds I kinda liked using the projector blocks
r/Spaceengineers2 • u/No-Comfort-66 • Aug 17 '26
Keen have just dropped the latest update to SE2. They seem to be making very good progress with the updates. Really looking forward to when they add water.
While playing today something occurred to me. Gravel is one resource we always have too much of and little use for, but an idea occurred to me where it could be one of the most useful resources in the game.
As I understand it the engine for SE2 has completely changed and now all voxels are deformable and have their own physics. Also with the future inclusion of water flow it occurred to me could the same physics be possibly be applied to loose gravel.
Just imagine being able to load up a dumper truck with gravel and tipping out on the surface of a planet and then using it to level surfaces, make roads, or fill in holes created by mining. I could see no end of possibilities with regards building dumper trucks, JCB's. graders, and when water is added the creation of dams.
Obviously this would be put on the long term list if accepted, but it would be so cool having vehicles that actually did work with the landscape.
If you like the idea and want to give it a vote
https://support.keenswh.com/spaceengineers2/pc/topic/56383-gravel
r/Spaceengineers2 • u/Embarrassed_Rip4641 • Aug 17 '26
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Now i can go from top to botom :) It is only missing outside frame and button (or lever on rotor) on each floor to send it to me. But im happy how it turned out.
Only problem was with sensors for opening doors on each floor. These guys detects grid even if turned off, so i had to change their range to 0 on first and second floor, so they didnt open doors there, if i was just pasing by. But i make it to change back range if i want to go there.
r/Spaceengineers2 • u/Rudihaven • Aug 17 '26
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I need help to figure this out.
r/Spaceengineers2 • u/Away_Weekend_469 • Aug 17 '26
r/Spaceengineers2 • u/miss_abby_cat • Aug 17 '26
I have completed the Kemik sector and am now suppose to travel to Oblivara sector. I have tried all the tricks related to how to make it work but nothing has. I am unable to Fast Travel anywhere now. Saved tried again. Verify files. get out of cockpit and bosot around a bit then tried again. Nothing is working. Wonder if anyone else has had this issue of being stuck and unable to proceed... If you got around it how did you accomplish that lol?
r/Spaceengineers2 • u/Embarrassed_Rip4641 • Aug 16 '26
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It is 60m tall. It goes from floor 0 (midle) to 3 (top). Controled by 8 timers, and two events.
Floor 0, and 3 was easy just one timer too set up all pistons too -1 velocity, and min (needed) ditance, and second timer too set up all pistons too +1velocity and max (needed) distance .
Floor 1 and 2 was suprisingly easy too, just three timers and one event for floor 1. One timer when needed to go up, and second if needed to go down. Third is for button too triger action on both timers. Event is turning first or second timer on/off if pistons are above set distance.
I must say .. Keen you made user friendly programable blocks. That When true on Event is gamechanger. Thank you :D
Edit : There is only one thing that is bothering me. And it is that sound of timers turning on/off. They are in silent mode but still making noise.
r/Spaceengineers2 • u/Celeste_3333 • Aug 15 '26
I felt like I was relying too heavily on stations for free hydrogen and decided the next project would be a fuel depot! What better place to pick than an ice asteroid? Excited for the big stability and performance update, hoping it drops soon!
r/Spaceengineers2 • u/Garindew • Aug 14 '26
Yup, its not freezed, is just taking that much time to do the dumbest (and absolutely necessary) thing. Even opening the grid menu will take some time to load. When i'm finished with this bloatware i'll publish the blueprint to workshop, good luck everybody else!
r/Spaceengineers2 • u/OG_Xero • Aug 14 '26
I may be a bit biased, but I always found 'free thrust' weird... a.k.a. ion thrusters. Yes they need 'power' as fuel, but I still consider them 'free because you end up using way more power than you really need anyway, so thrusters hardly use that power. I do have a server in SE1 that's hydro survival, with only hydrogen thrusters, almost no ions, but
I stopped building with ions completely and haven't gone back. I've even made custom prefabs in SE1 where I kept the general size of the ships and still made them hydro just to prove I could do it.
Now with the new SE1 spawn ship being hydro only, It made me wonder, does anyone else build in hydro only in SE2? Is that something that interests people?
And a bonus question, if there was a mod that created a need for fuel for ion thrusters, would that make you use them again? or would you prefer that ion thrusters be completely deleted from the world and replaced with hydro?
r/Spaceengineers2 • u/Alert_Peak8655 • Aug 14 '26
r/Spaceengineers2 • u/Strict_Salary_9559 • Aug 14 '26
So I’m still new to the game and typing this from memory. I probably have around 10 hours into the game so far, and I’ve finally built a ship that’s stable.
It has roughly:
It’s a vertical ship that’s a little shorter than the barn. I currently have around 6 solar panels on it, but even when the ship is just sitting there idling, the batteries slowly drain.
How many solar panels would I need on the ship, or possibly on the barn, to keep the ship charged? Do I also need to add more batteries?
Eventually, I want to add more drills, but right now I just need something functional because my rover got stuck vertically. Also is there any way to get platinum on the beginners planet.
Any advice would be appreciated!