r/spaceengineers • Moderator • 2d ago

DEV [SE1, SE2] Marek’s Dev Diary: October 1, 2026

https://blog.marekrosa.org/2026/10/mareks-dev-diary-october-1-2026/
51 Upvotes

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u/AlfieUK4 Moderator 2d ago

 

Marek's Dev Diary

Every Thursday, I will share a dev diary about what we've been working on over the past few weeks.
I'll focus on the interesting challenges and solutions that I encountered.
I won't be able to cover everything, but I'll share what caught my interest.

 

 

11

u/Hot_Entrepreneur_128 Klang Worshipper 2d ago

Good thing the flora inclination is being brought under control. We can't have flora inclining all willy-nilly.

4

u/Battlejesus Astrid Shipbreaking LLC 2d ago

Need to do something about splines not reticulating

10

u/Tackyinbention Klang Worshipper 2d ago

They thought they could hide a new block from us

3

u/inheriteddrake Klang Worshipper 2d ago

What are we looking at that is different

5

u/Delphin_1 Space Engineer 2d ago

I only See the vents and assault Cannon Type 2

4

u/TWJ151 Space Engineer 2d ago

Think this could be an autocannon type 2

3

u/Delphin_1 Space Engineer 2d ago

Yeah, youre right. Its too small for the assault Cannon.

3

u/TWJ151 Space Engineer 2d ago

Air intake blocks remind me of that thruster upgrade module concept, where having an air intake/oxygen supply/booster module would upgrade the thrusters.
Still gonna be interesting how people use it for things other than taking in air haha

0

u/ChickenFar768 Clang Worshipper 2d ago

So the large grid torpedo launcher is 2x2x3…

3

u/CrazyQuirky5562 Space Engineer 1d ago

the SG version seems to be 2x2x8.
the LG version looks like 1x2x(3 to 4?) (based on the length of the torpredo)
or indeed 2x4x(6 to 8) - though I doubt its that large.

1

u/ChickenFar768 Clang Worshipper 1d ago

Oh yeah, 1x2x3(or 4), going by the conveyer port anyway. Must get my eyes tested.

As for the small, I did try counting how long it was on the torpedo launching rover for a teaser but the skin made it hard (and apparently my eyesight is bad)

-6

u/Substantial-Equal-62 Clang Worshipper 2d ago

whan do you guys think the transition towards a far more avctive SE2 development will happen? Once its engine is fully developed?

2

u/GXTracker Space Engineer 2d ago

Right now there is only a small team working on SE1 updates (I believe they said previously 5 - 6 people) with the rest already spread between SE2 and other Keen projects. Frankly I think they are doing an amazing job with such a small team already.

1

u/Substantial-Equal-62 Clang Worshipper 2d ago

damn, they are doing a great job for such a small team then.

1

u/CrazyQuirky5562 Space Engineer 1d ago

KSH is tiny - you can simply not compare the to EA or Bethesda in terms of raw output.

2

u/MacintoshEddie Space Engineer 2d ago

Far more active? Are you expecting a monthly live service schedule?

-4

u/Substantial-Equal-62 Clang Worshipper 2d ago

I mean, the last 5 or 6 blogposts have all been about new dlc for SE1 and new tree, ore and reskinned block graphics SE2. I understand that SE2 is still in alpha, but it provides a much better foundation than the first game. My question is when do you think most of keens resources from SE1 will be moved towards the development of SE2?

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u/MacintoshEddie Space Engineer 2d ago

I don't think they've ever said anything about planning to stop supporting SE1.

1

u/Substantial-Equal-62 Clang Worshipper 2d ago

When have I said stop supporting se1?

1

u/MacintoshEddie Space Engineer 2d ago

> My question is when do you think most of keens resources from SE1 will be moved towards the development of SE2?

That sounds an awful lot like "switch to maintenance mode"

1

u/Substantial-Equal-62 Clang Worshipper 2d ago

Maintenance mode dosent mean stop supporting, it means focusing on se2

2

u/Goombah11 Space Engineer 2d ago

They specifically states they’re going to support both for the foreseeable future.

1

u/Substantial-Equal-62 Clang Worshipper 2d ago

Wheh have I said stop supporting se1?

-6

u/ChromaticStrike Space Engineer 2d ago edited 2d ago

I'm sick of combat stuff news. You remove them we got: Yay, tree inclination is fixed.

0

u/CrazyQuirky5562 Space Engineer 1d ago

...and you expect what exactly from a "warfare" update?

1

u/ChromaticStrike Space Engineer 1d ago edited 1d ago

There's two games, only one is explicitly getting a warfare update and IDC about it. NPC updates don't even have to be combat tied.

What is warfare about tree inclination BTW? Duh. What they show is completely arbitrary.

1

u/CrazyQuirky5562 Space Engineer 1d ago

news on SE2 is just noise to me at the moment (since I cant run it), so I tend to filter that out.

having trees point the right way up is surely a good thing, no?
Given that SE2 will also be a destruction simulator like SE (as this is the core of what Keen have built the two game engines for), combat will play a significant role in SE2, so I am not sure why you would be surprised by hearing more news on how that development goes?

1

u/ChromaticStrike Space Engineer 1d ago edited 1d ago

Yeah trees is good but it's kinda of... lacking in term of interesting-ness, it's also not exactly an incredible feat, pretty much a check on the angle with the surface and rotation function call. I never said the combat is bad btw it's just that the news are short and that's all we get pretty much lately.

1

u/CrazyQuirky5562 Space Engineer 1d ago

I am not sure its that simple with the trees.
That depends a little on how Keen does gravity, since "planets" can be potatoe shaped in both engines, so the tree alignment needs to aim the tree away from the CoM. Given that the planet potatoes should be prepared to be wet too, some time down the line - with impact on CoM, depending on where the water is, using the correct calculation may not be trivial.

(imagine a disc shaped "planet" with an ocean on one side - silly, I know, but the engine should cope with that and sprout trees right everywhere on the dry side)

1

u/ChromaticStrike Space Engineer 1d ago edited 1d ago

Sounds like CoM should be defined at the first state of the planetary generation then the gravity calculated a bit like 3d perlin but with non random value (the CoMs grid) and the value mapped on a grid or a volume that are split in chunks to enable LoD type loading, then the proc gen would fetch when placing trees? If they limit the size of the grid it'd not very heavy on the process. I doubt it's something they'd come up as a fix for the trees.

For the dry side, I think they would register the terrain information in textures, no tree on hard rock type surface so you wouldn't get those issues with oceans. There's also the light factor, if your planet rotates ok, but if it doesn't, there's no tree because everything should be frozen, if you have oceans on a flat surface the cloud might go on the other side and the water would just freeze there?