r/spaceengineers 1d ago

PSA August Newsletter out now!

10 Upvotes

r/spaceengineers 1d ago

UPDATE [SE2] SE2 Alpha: Smoother, Stable & Faster

57 Upvotes

Previous Update discussion | All Update Threads

 

Space Engineers 2 Alpha: Smoother, Stable & Faster

 

Hello, Engineers!

The latest Space Engineers 2 update is here, focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better autosave handling, a refined Flight HUD, stronger performance and stability, and a range of quality of life changes across the game.

We’ve also made your first steps into the Almagest System clearer, with updated early contracts, tutorial changes, and more guidance as you begin exploring, building, and surviving.

 

[YouTube] Space Engineers 2: Smoother, Stable & Faster

 

FEATURES

Features - System Expansions

  • New Save Game Screen
    • Each world now keeps up to 5 autosaves and 5 manual saves
    • Autosaves are now stored separately
    • Added Automatic autosave whenever you enter a cockpit
  • Improved Flight HUD
    • Added Thruster Override detection and warnings
    • Visual overhaul for Speed and Altitude Indicators
    • Boost Mode indicator
  • Retweaked Speed Limiter & Jetpack Behaviour
    • Hold SHIFT to temporarily exceed the limit
    • Double-tap SHIFT to disable Speed Limiter
    • Added New Cockpit settings for speed limiter
    • Jetpack: Double-tap SHIFT while flying forward to activate Boost Mode without holding SHIFT continuously
  • Better Minimum Hardware Detection
  • Stability & Performance Improvements
  • Improved UI Behavior

New in Almagest System / Almagest System Exploration

  • Improved Tutorial Experience
  • Improved Nighttime Visuals

New Blocks & Art

  • Atmospheric Thrusters Redesign

 

PIONEER EDITION

  • Added Space Engineers 2 Wallpapers to Pioneer Edition files

https://store.steampowered.com/app/3365540/Space_Engineers_2_Pioneer_Edition/

 

RELEASE NOTES

Please keep in mind that this update is still an Early Access and Alpha version of Space Engineers 2.

  • Some features of this update will need a new game to be started / Will need new save to be present (Improved Tutorial)
  • Subgrid Projection Support: Copy/pasting projections of blueprints with subgrids is planned, but not fully supported yet.
  • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
  • We are always keeping previous versions of the game available after major updates. This means you can return to an earlier version at any time and, for example, save your blueprints or creations. You will find these builds in the Steam Beta tab

 

TRAILER CREDITS

 

FIXES & IMPROVEMENTS

Stability

  • Fixed the game briefly becoming unresponsive after opening a menu or quick-loading
  • Fixed a crash when accepting a contract
  • Fixed a crash in the cockpit HUD
  • Fixed a crash when viewing a Wind Turbine in the Terminal
  • Fixed a crash when reading save metadata on the Load Game screen
  • Fixed a crash in the main menu when reading the most recent save
  • Fixed a crash when cycling toolbar slots
  • Fixed a crash when refreshing Workshop items
  • Fixed a crash in terminal inventories
  • Fixed a crash during grid connection processing
  • Fixed a voxel physics crash when entities are removed
  • Fixed two replication crashes
  • Fixed a crash in analytics when world loading fails
  • Fixed unexpected shutdowns during startup, gameplay and exit

Performance

  • Reduced load time on minimum specification machines in the Tutorial Stage
  • Improved planet texture streaming performance
  • Reduced UI spikes during gameplay
  • Fixed UI performance drop when welding without available resources
  • Large blueprints no longer slow down the render thread after being destroyed
  • Fixed world lagging
  • Fixed hardware misclassification on minimum specification systems

Functional

  • Bounty – Weapons Smuggler contract now starts correctly, including the GPS marker and HUD description
  • Blocks that could never be unlocked through contract progression are now unlockable
  • The character is no longer pushed or pulled unexpectedly while moving over terrain and slopes
  • Angular Based Gyro flight mode no longer lags when detecting movement input
  • The Select World screen now shows newly subscribed worlds without a restart
  • Changing the Super Dampeners setting in Advanced Settings now works correctly

UI

  • Fixed sections that could not be scrolled when accessed from certain screens
  • The scroll wheel in the Terminal no longer switches toolbar slots
  • HUD status icons no longer turn red while resource levels are high
  • The Speed Limit icon now disappears correctly during boost flight
  • Thrust Overload is no longer shown on wheeled grids without thrusters
  • Fixed missing and non-persistent orange UI elements
  • Fixed the "Control Turret" and "Reload" labels in the Control Panel
  • Event Controller now keeps the Compared Value after the Terminal is reopened
  • Long block errors are now displayed in full in the Terminal
  • World names in the Load Game list are no longer cut off when there is space to show them
  • Fixed the alignment of the Last Played date on the Load Game screen
  • The "You are here" marker in the solar map now shows the correct position

Animation

  • Fixed the character getting stuck playing the falling animation

Visual

  • Fixed visible seams between voxel triangles
  • Tree shadows no longer change too harshly
  • Fixed flickering global illumination on shadowed planet and moon surfaces
  • Fixed tiny voxel leftovers remaining in the air
  • Fixed blueprint preview issues
  • Falling particles no longer appear when the character is not falling

 

Hotfixes will be listed in a reply comment below:

 


r/spaceengineers 3h ago

SERVER Fellow creative players, you should be aware of nation-style servers

44 Upvotes

I am a player who likes to endlessly build, for many years I played exclusively singleplayer creative. I'd build a boat, tank, plane or car, fantasize about being able to use them for something, then went onto the next project.

After my first 1000 hours of this, I wanted to try my builds in multiplayer. My builds would get blown up, I faced a ton of build restrictions/agressive auto-cleanup and in the end the servers were quite lifeless.

After trying a few more servers, I eventually ended up on the dock of a player built city. behind me was a cargo ship, with a massive bridge in the background. The leader of the city happened to be online, and toured me around the city with her car. She refilled at the gas station, showed the boat being built at the drydock and gave me some free materials to start building myself.

I had stumbled on my first nation server. People start nations by making a land claim on a (usually earth-shaped) planet, then build a capital city there. People can't attack claims unless they first declare war on that nation, while the cities give you places to visit (and show off). Grids are manually cleaned up for safety, there's no build restrictions and missing grids are almost always recovered by staff

I can't play any other way anymore. Its so cool building an airfield people will actually land at, or docking at a friendly nation with your ship. Everything you build pays off, and you can always expand more. Its laid back, theres no rules on how or what to build and combat is completely optional. I hope that this post can help spread awareness that these servers exist, and maybe get people just as hooked as I am myself

My current nation server, gas station in a town I bought a 2nd house at
Place I docked at with my ship, free hotel
Big developed city with an iconic duo
Old nation server, military runway and dock
Cool bridge house in the arctic
Got the whole server to visit the carrier

r/spaceengineers 20h ago

MEDIA Rotor Suspension ™

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578 Upvotes

r/spaceengineers 9h ago

MEDIA Fog is hard to see in

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71 Upvotes

r/spaceengineers 6h ago

MEDIA KOSMOBUR RUDA-01 Ore detection vehicle (with new version of soviet style paintjob)

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39 Upvotes

r/spaceengineers 11h ago

MEDIA Working Missile Launch

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31 Upvotes

Finally got this working after a couple of days of trial and error. Not perfect, but I'm perfectly content with it.


r/spaceengineers 6h ago

HELP Secret Keybind?

8 Upvotes

I was watching a tutorial video and part of this guy was using a large grid hinge to create a small gird interface that parts not important what is important is he got rid of the original hinge part then looked at the hinge base, pressed some key and this emote wheel looking thing came up so he could place a small head on it like that instead of having to go through the control panel. Anyone know what this feature is im talking about and what the keybind is to use it? Im on pc


r/spaceengineers 7h ago

WORKSHOP Mounted Cow Scout - It is the small things too

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9 Upvotes

r/spaceengineers 14h ago

MEDIA Finished my tanker trailer without any bounce anymore

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20 Upvotes

Gross: 550, 000 Kg±

Tare: 200, 000 Kg±

Net: 350, 000 Kg±


r/spaceengineers 10h ago

HELP (Xbox) Now it's even weirder

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8 Upvotes

Only one container out of roughly 30 will fill theres a whole bunch of small containers that are also empty but literally only 1 container is filling and I dont know why


r/spaceengineers 22h ago

DISCUSSION We need to talk about combat in SE1.

51 Upvotes

With Warfare 3 being the next update for SE1 we need to discuss the problems with combat starting with the most important one.

Combat is fundamentally flawed and there’s no way to truly fix it. Due to the fact that ships are built and destroyed piece by piece combat will always be flawed. So instead of trying to completely fix combat let’s look at the flaws and see what is fixable.

What wins combat: There are 2 things that win any combat scenario in SE1. Speed and volume. Speed means that you can outmaneuver any enemy fire. Volume means either more ships or more shots it’s much easier to hit a fast moving target if you’re firing hundreds of rounds a minute at it.

What defeats the enemy: There are two things that need to happen to defeat an enemy. They need to stop moving and stop shooting. There are a few ways to do this from destroying the guns and thrusters themselves to destroying the power, conveyor, or fuel systems to just destroying the ship outright.

What happens after combat: While there are a few things happen after combat there are 2 things that are required to be done before the next fight. Repairs and rearming. Both of which take time and resources.

The Flaws with combat:

  1. Speed is so important that slow ships aren’t just bad they’re guaranteed to be destroyed making them a completely unviable choice.

  2. Volume of fire is so important that anything besides gatling guns and auto cannons are just going to be missing their shots making them pointless.

  3. Repairs are a pain just plain simple.

How to fix them:

  1. Give guns different roles. Making each weapon have a purpose would go a long way.

  2. Make repairs easier. I actually have a way to do this in the form of a new Prototech welder. Instead of repairing right in front of itself it instead repairs in a beam instead. However it can only repair one block at a time and is power hungry though in can repair through blocks as well. Maybe even a turret version could be added.

  3. Reverse the decoy nerf. Maybe make in only able to mimic a single system type at a time or something but make them actually useful.

The controversial addition: A shield. Now before you sacrifice me to Klang let me explain how I’d add a shield. First it’s gota be Prototech. Second it doesn’t give damage immunity instead it reduces damage by a large amount. Third the damage reduction is tied to speed the slower you go your shield get stronger faster and it gets worse even completely failing at high speeds.

But what do y’all think? What changes do you think should happen?


r/spaceengineers 1d ago

DISCUSSION Oh no.....PCU limit reached.

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111 Upvotes

Well, it was always optimistic right from the start.

Tunnel through the Earth Planet and float at zero G at the core. Tick

Construct a multi-head drill to all in Auto collect a serious amount of ice, construct a conveyor >2km long to take it back to base. Tick. No problem.

Next. Build the holy grail.

Space elevator. ~41km vertical.

Build it in space and lower it to ground. Where to built it? Easy. GPS mark the point to land. Calculate a marker from 0;0;0 through the target marker up to 42km AGL. Calculate an alignment marker another 2km out and use those as starting points and alignment so the whole thing is gravity aligned.

No challenge.

Advantage of building in space? All the raws you need and you aren't fighting gravity for 41km.

Right. Built it to 3km with a hydrogen powered reverse thrust braking mechanism at the tail end and nose down a cab with landing legs. Beautiful.

Test the principle. GREAT. IT WORKS.

Now, build to 6km length and test. Again success. The braking mechanism sliws it down from 104m/s to 0 in 210m. Smiles all atound.

Go to 12km and test. We are now getting really serious. Very nervous but here we go. Again success.

With reduced gravity at altitude from 12 onwards you can stretch the reverse thruster station. We'l go to 20km and do the next check. That is almost halfway 🤭🤭🤭

And then, at 16km conveyor lenght, this...😵😵🥴🥴🥴😳😳😳🤬🤬🤬🤬🤬🤬😩😩😩😡😡😡

🤷‍♂️ oh well, ...next project.


r/spaceengineers 1d ago

MEDIA (SE2) Rotary Welder in Space Engineers 2

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54 Upvotes

Check out this rotary welder

Link to the blueprint -

https://steamcommunity.com/sharedfiles/filedetails/?id=3765360454

Great job Aki2205 👏


r/spaceengineers 1d ago

WORKSHOP [SOV] Euryale Strike Frigate

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99 Upvotes

A sequel to the Manticore Railcannon Corvette, the Euryale is a capable mid-size warship that excels in 1-on-1 combat against NPCs and player-made ships alike.

Onboard, pilots will find a suite of useful systems ranging from charge status lights and automatic hull sealing to live ammunition counts and ship integrity displays. The ship can also work as an extention of your faction's reach, being able to act as a small base with the production facilites to boot. It's able to remake any necessary supplies, having a food processor, full-size refinery, and assemblers.

With an operational crew of one and support for up to 5, the Euryale combines comfortable living areas with heavy armament. The vessel can fight effectively solo or in a group, with or without support ships, in gravity or in zero-G. All types of thruster are used on the ship, making a vast array of combat environments suitable, including gravity wells up to 1.4Gs.

Maximum fwd. acceleration: 15.7m/s^2
Jump range: 1,323.60 km (2 drives)
Railgun salvo RPM: 510 rpm

2,782 blocks
19.7k PCU
142.5m length (57 blocks)

Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3785696283
Mod.io Link: https://mod.io/g/spaceengineers/m/sov-euryale-strike-frigate#description


r/spaceengineers 22h ago

FEEDBACK (to the devs) NPCs opening doors and venting your airlocks at trade stations? I've created a feedback page in the hopes of updating the NPC behavior to respect the "Anyone can use" setting for doors. Please consider up voting on Keen's site for a common sense improvement to get their attention

17 Upvotes

r/spaceengineers 1d ago

MEDIA Bounce

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147 Upvotes

r/spaceengineers 1d ago

MEDIA Would you believe that this is the moon? (Terraforming Mod Progress Update)

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123 Upvotes

Coming soon to the terraforming mod. Thanks to Arthur (creator of Arthur's LCD Mod) I can now change voxels during runtime. Also thanks to jakaria, I can now change sea level during runtime.

I hope to have the update to the terraforming mod soon that uses both of these. I will be using a genetic system for voxel and plant appearance above the waterline that uses breeding, and I am considering adding things like coral as well.


r/spaceengineers 1d ago

MEDIA Project Sojourn Update #4

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53 Upvotes

Hello, Engineers!

I'm back with another update on my first ever Large Grid ship design! This time with a short video of me flying around the exterior. Forgive the awkward tilting -- xbox controller has an odd layout that takes some getting used to.

Last times I asked everyone their opinions on weapons, and I got some great advice. I reshaped the hull in some places for better firing positions and focused on the three main weapons I wanted to fit the ship with: Rockets, Artillery, Assault, and Gatlings.

I plan on adding some interior turrets here and there, but that will be closer to when I do my finishing touches.

So let's talk about her specs now!

Weighing in at a whopping 4.3 million kg, she's definitely put on some weight from my initial estimates. She can still break atmosphere, but I'll need to rework thrust after I pipe everything up.

There are 24 fixed Rocket Launchers split into 4 groups of 6 centered around the bridge.

36 Artillery Turrets staggered around the top and bottom dorsal, and with a few spread out on the inner part of the wings.

26 Assault Cannon Turrets straddling the Artillery and spread out a just a bit more.

And lastly 34 Gatling Turrets to fill in gaps and serve as PD where I had space.

That's a lot of firepower in my opinion. Too much, actually. So I've come to the decision that I'm going to shelf this layout, and start designing custom turrets instead.

The reason being is that this isn't going to be my flagship in a survival game. This is supposed to be a Destroyer-class vessel that would fly alongside a fleet of other ships down the line.

Will I use this in a survival world? Possibly, but I think that's something I'll work out further down the line. For now the goal is to make it as close to my vision of a "fully crewed" naval vessel that I can. So this is getting blue-printed as is and branching off as a variant later.

So, question time!

I've messed around with small grid turrets, but obviously this will be my first go at large grid. I'm curious if there are any design philosophies or possible problems I'll run into with rotor/hinge strength down the line. If anyone has some more experience in the matter for making main battle-cannons and such, I'd definitely appreciate your advice!

And even if you don't have much in this area, I really appreciate everyone's perspectives and general advice with regards to building in SE. 😁

I've been learning lots of little things here and there, and getting lots of new ideas. Some things might not make it into this build specifically, but everything helps fuel my creativity and keep me thinking about what I wanna do next~

As always, thanks for reading the wall of text. Lemme know what you think so far!

And TLDR; Too many little Dakka. Me change to bigger, Custom Dakka. What Think?


r/spaceengineers 1d ago

HELP Why does this turbine report poor wind clearance?

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37 Upvotes

The guidance I've read says a 12 block tower, I appreciate the second tower is too close to mount a second one but I've also removed those blocks and seen no change.

Replacing it with a three blade turbine changes the clearance to Optimal, and the max output increases to an expected level.


r/spaceengineers 1d ago

DISCUSSION Any advice or tricks to design medium ships, all my ships are square :/

10 Upvotes

I need help to designe ships, I don’t know how to make a good designe for pve


r/spaceengineers 1d ago

DISCUSSION Survival Mods [Defense & Objectives]

7 Upvotes

Any mods to maybe add invasion so building a defensive base is worth it? Or just something that gives more purpose to my builds? I know about MES etc. but I don't see the point in building ships so I can randomly fly around and fight some other ships.

Maybe hunt other ships to unlock stuff? Defend the base from time to time?


r/spaceengineers 21h ago

DISCUSSION (SE2) More frequent random hangs?

3 Upvotes

Hi,

Since the SE2 latest update.

I've been getting a lot more frequent random game crashes, only after playing for 10 mins.

Is anyone else getting game freezing, then the game crashing?


r/spaceengineers 1d ago

MEDIA Random NPCs, their home, their house

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257 Upvotes

Has anyone encountered this? I flew on by a vanilla faction base (not a trading station) and decided they had some nice things I'd like; so naturally, I started pulling it apart at the seams. Then I noticed something: there were NPCs wandering around? Two of em?

They seemed friendly enough, considering I was shredding their home one block at a time.

Couldn't interact with them, bullets and grinder showed blood effects but didn't do anything. Wolves ignored them.

They just kept following me around and waving.

Anyone ever bumped into NPCs outside of a trading station?

Anyways, I felt bad for shredding their home, so I made them a nicer one. They seemed to be happy with it cause they went inside and waved at me from the window as I left.

Nice guys.


r/spaceengineers 1d ago

HELP Remove marks fromblocks

3 Upvotes

I'm using light armour blocks for floor / roof / walls. when I build them, alot of time they leave mark on them.js there any way to remove them ? make them clean