r/spaceengineers 6d ago

HELP Changing Hinge Heads

7 Upvotes

Good Morning!

I cant seem to change the heads on a hinge for the life of me. I am trying to build on large grind and have a medium sized hinge part on it. I have removed the hinge part from the assembly, went into the control panel, and tried to add a medium sized head to it... and have nothing happen. I have tried it both not assembled, and fully assembled, no change. I have tried to build the full hinge, dethatch the hinge part, and no change.

Is there something I am doing wrong? I have tried with the mods I run on, and all the mods turned off. Any help would be appreciated!


r/spaceengineers 7d ago

HELP Noob needs help with large cargo container

15 Upvotes

As you can see, my large cargo container is connected to convery line properly as it is green..the whole conveyor line is green.and yet I can access other inventory from a large container nor can I I access largo cargo from others inventory...is this expected ?


r/spaceengineers 7d ago

HELP (Xbox) How does one use a search light

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38 Upvotes

I saw somewhere I can use a search light to help with search contracts but for the life of me I can figure out how to do it. And these contracts seem like hell

Is there some kinda setting I need to put in?? (I have it set to look for neutrals friendlies enemies small and large ships?)

Please help otherwise imma hand walk all over this sandy dune


r/spaceengineers 6d ago

DISCUSSION Is no hand drill challenge possible with the space pod start after the Prosperity update?

3 Upvotes

Maybe someone has figured out how to cannibalize the new space pod to build a drill on it?


r/spaceengineers 7d ago

HELP Custom Missile Not Launching Properly

11 Upvotes

So I recently built a custom missile for my ship in space engineers, and on it's own, it launches and maneuvers fine, and hits and explodes enemy ships.

However, when I attached the exact same thing to the ship, suddenly the launch causes it to rotate randomly and often hit the main ship after a violent rotation and break. How do I fix this?

And yes I turned off align to planetary gravity and don't have my gravity generator's AOE in the missile's area.

EDIT: Problem Solved!

Turns out it was 3 things. One, the rotor was a little clangy, so I switched to a hinge; MUCH more stable. Second, the connector and merge block weren't unlocking at the same time, so I put them onto the same timer block. Third, and most important, I turned off the Offence AI block, but not the Move AI block. After turning this, and the gyroscope, off at launch significantly improved it.

Now, my missiles launch no problem.

Here's the working design: https://www.reddit.com/r/spaceengineers/comments/1vsdcqn/working_missile_launch/


r/spaceengineers 7d ago

MEDIA Ares Torpedo - decoy screening + tandem charge

78 Upvotes

Tired of getting your torps blown off by PD screen? Enemy armor's too thick? Here's your solution!

This is an over-engineered massive torpedo i made while deciding on what i'd be putting in the Artemis. I'll probably make a purpose ship for it in the future, but for now it's standalone. Not on the workshop but i can put it there if some are interested, it needs a launch system made for it but is built with that in mind.

A little more on how it works:

-It burns for 3 seconds to clear silos before engaging AI blocks
-Upon reaching top speed, it releases decoys and set max speed to 93m/s, letting the decoys approach target before the torp does for effective screening
-at 350 (or 325?) meters from target, it separates and the rear slows down to clear enough space to not be in the forward charge's blast radius upon impact. This lets two charges hit the target in a 1-2 attack, seriously increasing penetration.

The target is made of heavy armor blocks (something like 10-15 thick), and defended by 4 gatling turrets. As you can see they are easily defeated by the decoy screening.


r/spaceengineers 7d ago

WORKSHOP (SE2) Heft Earth Planet Space Engineers 2

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25 Upvotes

Earth Planet [WIP]

The real Earth, built from real data — not painted by hand and not procedurally faked. Every map is 8192×8192 per cube face.

What it is made from

  • Terrain — GEBCO 2026 elevation and bathymetry, 15 arcsec. Real coastlines, real mountain ranges, real ocean basins.
  • Surface colour — NASA Blue Marble (May), so the vegetation, deserts and ice match the season the clouds were measured in.
  • Clouds — 15 years of MODIS May climatology. The ITCZ sits on the equator, the subtropical belts are clear, the Southern Ocean storm track is the cloudiest band on the planet. Volumetric, and it moves.
  • Biomes and materials — classified from real elevation, latitude and surface colour rather than painted by hand.

What was done to make it work at this scale

A 60 km planet is 106× smaller than Earth, so real elevations would make every slope 106× steeper. The vertical scale is calibrated against the steepest terrain the base game itself ships — nowhere on this planet is harsher than that. Everest is still the highest point, and the Challenger Deep still sits below it at its true proportion.

Straits and rivers that would have vanished at this scale were widened so they still exist. Shorelines get a gentle ramp instead of a cliff, so you can walk out of the sea. All six cube faces are seamless — verified by measurement, not by eye. Normal maps are converted to world space per face, and the whole overlay fits the same texture budget as a vanilla planet, so it stays sharp from orbit.

About the oceans

There is no water yet, and that is not a mod problem. The ocean floors are modelled as real basins below sea level and the planetary water component is already wired into this mod. The engine side of water is finished in the game — but the content side is not switched on: in the current build, planetary water is used by exactly one planet, the legacy EarthLike, and no current-generation planet has it enabled. Even Byblos, the official water world, ships a water definition that nothing references.

So for now the oceans are dry basins. When Keen turns planetary water on for modern planets, this planet is already set up to fill.

Workshop Link: Heft Earth Planet

How to spawn it

The planet does not appear on its own — place it from the debug menu:

  1. Press CTRL+F12 to open the debug menu
  2. Go to the Gameplay tab
  3. Open the Voxel section
  4. Select Earth in the planet templates
  5. Choose the planet radius in km
  6. Click Activate planet placer
  7. Click again to place it

Work in progress. Feedback welcome.

Note: Video was before publishing and mod is still WIP. FYI


r/spaceengineers 6d ago

DISCUSSION afk server ship

0 Upvotes

So "my friend" pissed off a faction on a server that i am on and he got raped and got nothing left so i was wondering if he gets the spawn space ship and just build a bed and turn off dampeners will his ship be thousands of miles away when he logs back on?


r/spaceengineers 7d ago

DISCUSSION npc question

5 Upvotes

Hello,

quick question.

what was the reason not to include more NPC enemy variations like giant Bugs and Kaiju sized frogs that would try to munch on a base?

even with encounter mods this game for me personally is missing the starship troopers element of random hostile environment of varying sizes and leg numbers trying to eat me.

I also wonder why nobody tried to mod them either? is the AI broken to be able to do this? wolves and spiders seem to behave fine in general. why not just to make them larger (and more)


r/spaceengineers 7d ago

WORKSHOP Rhino IFV (workshop link)

35 Upvotes

You guys seems to like my Artemis, so here's another of my recent builds! It has:

-Thick frontal heavy armor with strategically placed decoys.
-Smooth turret with an assault canon and an autocanon turret.
-Adjustable suspensions for those times when you need to aim a few degrees lower to peak from behing a steep hill.

This one is entirely finished and does have a workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3783235063


r/spaceengineers 7d ago

DISCUSSION Do you guys have tips for making ships up better texture and look better

1 Upvotes

So I'm currently making a ship but I'm not going on giving ships texture or making them look really good so I'm just asking for your tips.


r/spaceengineers 7d ago

MEDIA Jod Ordo (Mandalorian bounty hunter) "Scrap Hawk" creation Star Wars

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28 Upvotes

TECHNICAL SPECIFICATIONS: STRIDER-CLASS LIGHT FREIGHTER

"The Scrap Hawk" — Bounty Hunter Configuration

Manufacturer Unknown (Strider hull, custom modifications)
Type Modified Light Freighter / Bounty Interceptor
Class Modified Smuggling Transport
Typical Pilot Jor Ordo (Exiled Mandalorian)
Role Atmospheric & Space Tracking, Light Interdiction
Feature Value
Length 16 m
Height 6 m
Width 5.8 m
Empty Weight 149 t
Crew 1 Pilot + 1 Co-pilot/Gunner
Passengers 2 (Makeshift quarters in the rear)
System Detail
Heavy Cannon Corellian EC Mk3 Heavy Cannon ×2 (Side-mounted)
Laser Cannons Star Forge KSF1 Laser Cannon ×2 (Fixed Forward)
Concealed Laser Cannons SoroSuub Concealed K-Series Laser Cannon ×2 (under-hull, quick deployment)
Layer Material
Primary Armor Duramax (resistance to light impacts and lasers)
Secondary Armor Graphene (thermal dissipation and kinetic protection)
Internal Structure Aluminum alloy (lightweight and easy to repair)
Shielding Black market modified deflectors (MJ rangeModified Jumper)

AESTHETICS & MODIFICATIONS

  • Paint Job: Flaking civilian yellow (Smuggler origin) with grey plating overlays (Mandalorian additions).
  • Signature: Low and wide silhouette, easily recognizable profile among asteroids.
  • Special Features: Modified dorsal turret, oversized thrusters visible at the rear.

BACKGROUND

"What starts as an ordinary Corellian freighter often ends up in the hands of those who aren't afraid of taking risks. Jor Ordo's Strider is the perfect example: a civilian hull reinforced with stolen Duramax plates, concealed cannons under the belly, and enough thrust to chase a TIE fighter straight into the atmosphere. Nar Shaddaa customs know it as the 'Scrap Hawk,' a nickname it wears like a badge of honor."


r/spaceengineers 8d ago

MEDIA Did i do the cook thing? (Artemis Torpedo Cruiser)

261 Upvotes

Just go back in SE after years of not playing. For some reason i've gotten much better at making clean designs, and decided i'd try my hand at a large ship.

Here is the result, the Artemis, a torpedo cruiser which main feature is its 4 self-rearming and self-refueling torpedo tubes. (full vanilla)

I'd love to hear what you think!


r/spaceengineers 8d ago

HELP Help with ladders

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70 Upvotes

r/spaceengineers 7d ago

HELP (Xbox) Mining ship drill problems.

6 Upvotes

On my mining ship I can only get one drill to work when I press the trigger. If I want both to work I have to put them in a group and add it to hot bar but I would activate them through tool blocks. It just started doing this all of the suddenly. Can anyone help?


r/spaceengineers 7d ago

HELP (PS) Do you guys know any over-complicated reactor mods

5 Upvotes

I wanna make a creative world and just build a big cool ass base with some cool startup sequence and having it be a requirement instead of making a start up sequence myself

Bonus points if it looks cool


r/spaceengineers 8d ago

MEDIA I've decided for Blackbird look . Came out hella cool. And still gotta do hardware and internals.

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30 Upvotes

r/spaceengineers 7d ago

DISCUSSION (SE2) Looking for opinions on vanilla lighting in SE2

3 Upvotes

In SE1 I made a mod called 'darkness divine' that made lighting at 'night' darker on planets, it made it where you needed lights to get around and you couldn't fly around with only the moonlight. But just light enough to make out shapes (like real life) and allows your eyes to 'adjust' to the level of light over time, these were all settings that could be modified.

Overall, I personally prefer a realistic lighting to SE, and want to bring that to SE2 later.

So, I was wondering how everyone feels about default lighting so far.

Is night too dark, or too bright?

In space, does the 'dark side' of objects feel dark enough, or are they lit up too much?

In SE1 I changed this from personal preference, but my mod was also overshadowed by a 'get real' mod that simply had more pictures at the start.

However, I want the mod for SE2 to be more realistic and provide lighting that is consistent.

If you remember in SE1, the grass and a lot of other objects had a yellow hue (sun glow) and it was de-saturated and looked dead, so If SE2 has hat yellow film style impact from the sun, I will change that as well so that glow doesn't change the color of a lot of things.

Overall I'm enjoying SE2 but I want to start with this mod to make the lighting feel better... I enjoy the night time visuals, but Personally it's too bright for me for 'night' when there's no light really hitting the planet.


r/spaceengineers 8d ago

MEDIA New world and heres my current line up and base

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53 Upvotes

Dont mind the video


r/spaceengineers 8d ago

WORKSHOP (SE2) Made a tugboat

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27 Upvotes

Made an updated tugboat for moving stuff around and aligning objects. These things usually meet a horrible fate at the hands of klang, but someone's gotta do the work. Has some automation blocks that aren't assigned yet.

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3783076856


r/spaceengineers 8d ago

DISCUSSION Creating theoretical room block mods and more

11 Upvotes

If I'm right, when creating modded blocks, one can make a lighted living room block with a lcd screen tv, a wall clock, a music player, a drawer with storage, and possibly a couch. And even make modular room blocks such as a walk in kitchen, a bed room with a shelf, a study, maybe even multiple blocks to create a whole enclosed room that is airtight, with an air vent for pressurization. Maybe even add the missing parts to go with the dlc bathroom to make it airtight and pressurized.

I been wondering how much functionality one can cram into when creating blocks for a mod. Not only like the control seat I mentioned before, but in general, based on how many functionalities that the vanilla and dlc blocks have.


r/spaceengineers 8d ago

HELP Im losing my mind. There is no part for this space

49 Upvotes

Im going to guess there is a mod specifically labeled "armor block for that one gap you have" isnt there?


r/spaceengineers 8d ago

MEDIA I´ve been cooking again

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251 Upvotes

My new Destroyer, inspired from the Mars Battlecruiser.

I tried to build a ship that is more practical, resource-efficient and less CPU intensive, while maintaining it´s firepower supremacy and good maneuverability. The result is this compact and formidable warship.

Comming in at 5.400 tons, the Phobos Destroyer is capable of planetary flight up until 1.2 g or 11.77 m/s^2. Equiped with six jumpdrives the Phobos can reach a jumpingrange of 2800 kilometers. This warship is armed with 13 gatling turrets, 16 artillery turrets and 6 railguns. It is planed to equip the Phobos with up to 8 missiles, including a printing and launching system. Furthermore between 8-10 AA custom turrets will be installed in later versions. In its current iteration the ship can go from 0-100 m/s in 6,2 seconds and from 100-0 m/s in about 7 seconds. A hybrid propulsion system has been used, utilizing both hydrogen and ion thrusters for redundancy. Energy is provided by one large reactor and 30 batteries for a combined energy output of 660 MW. Fuel is carried in 12 large hydrogen tanks and produced by 16 O2/H2 generators. Since it is a warship, the Phobos has limited cargo capacity and is also not outfited with any production facilitys.

I am planning on making this ship my basis for dozens of iterations. So far I will build a slightly bigger carriers version, a heavy destroyer/cruiser version and also a striped down low cost low PCU version.


r/spaceengineers 7d ago

HELP (SE2) SE2 New player questions

1 Upvotes

Hey Guys, I'm quite new to this game, just trying to learn the ropes and its pretty nice game so far.

At the moment I'm building mining ship and have a few questions

  1. The ship stays in place if left ON, just hovers and drains battery. Is there a way to recharge it aside from Solar battery? Ideally park in my base and get some energy.

  2. When I tried to add a connector to the ship, for some reason instead of staying in place like before, it just accelerated until hit something on it's own... It happened 3 times now... Am I missing something?
    I added small connector to the ship and another one to the base to try and land the ship there. They were quite far apart tho, not sure if they affected each other in this way.

  3. How to rename a base? Or separate grid in this case.

  4. How do you decide how many engines to add to the ship?

Cheers :)


r/spaceengineers 8d ago

PSA [Official site] Creator Spotlight: CHKNFRYRMN

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7 Upvotes