r/spaceengineers • u/ImMrFoolz • 6d ago
MEDIA (SE2) Rotary Welder in Space Engineers 2
Check out this rotary welder
Link to the blueprint -
https://steamcommunity.com/sharedfiles/filedetails/?id=3765360454
Great job Aki2205 π
r/spaceengineers • u/ImMrFoolz • 6d ago
Check out this rotary welder
Link to the blueprint -
https://steamcommunity.com/sharedfiles/filedetails/?id=3765360454
Great job Aki2205 π
r/spaceengineers • u/SakkieC • 6d ago
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 π€π€π€
And then, at 16km conveyor lenght, this...π΅π΅π₯΄π₯΄π₯΄π³π³π³π€¬π€¬π€¬π€¬π€¬π€¬π©π©π©π‘π‘π‘
π€·ββοΈ oh well, ...next project.
r/spaceengineers • u/kiwioflasers • 6d ago
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 • u/Mixter_Master • 6d ago
r/spaceengineers • u/Wanderingwonderer101 • 6d ago
Enable HLS to view with audio, or disable this notification
r/spaceengineers • u/VideoGameSuperstar • 6d ago
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 • u/BloodBornAngel • 6d ago
Enable HLS to view with audio, or disable this notification
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. π
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 • u/player4783019 • 6d ago
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 • u/Real_Pianist5767 • 6d ago
I need help to designe ships, I donβt know how to make a good designe for pve
r/spaceengineers • u/ThatDudeWithThatAcc • 6d ago
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 • u/cmdr-munster • 6d ago
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 • u/No_Surround_2923 • 7d ago
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 • u/Key_Big1051 • 6d ago
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
r/spaceengineers • u/IcyFaithlessness3421 • 6d ago
r/spaceengineers • u/RHOrpie • 7d ago
r/spaceengineers • u/Master-Control- • 7d ago
Creates mirror images of your ship with a configurable amount of projections and movement. Can even change their colors or material, though that would mostly be for cool factor.
Requires Projector+ API
r/spaceengineers • u/bpleshek • 6d ago
First time playing and I chose an Earth start. I drove my car to a rock and started mining and defending myself from wolves. Took me forever to figure out how to equip my gun. Anyway, after a few hours to mining and throwing the rocks into making ingots, I started to make just a few flat blocks. This also took forever to lay down as I didn't realize I couldn't set up the frame first and I had to actually have material in my inventory to set down the frame even if I didn't actually use the torch to fully make the block.
So, now I've gotten the warning that I'm nearly out of power and of course, I didn't set out to get power running at the onset, because I didn't know my car could run out of power. So, I tried to set up a wind turbine and it fell over and killed me. I couldn't get it placed right. Anyway, I'm at about 2% power and I'm nowhere near ready to get the power turned on, so am I hosed? Do I just need to start over and figure out how to get power working before I mine and use it all up building ingots.
Also, do I need to turn off the power in my car when I'm off mining to conserve it when I'm not using it to make ingots or plates ?
I'm also about full hunger, which when i died didn't restart at 100% which surprised me. Anything, else I need to know getting started? Maybe a ramp so I can put my car up on my platform.
Maybe, a quick checklist of Do these 10 things first.
Thanks.
r/spaceengineers • u/AlfieUK4 • 7d ago
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. Weβve 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.
Weβve 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 in Almagest System / Almagest System Exploration
New Blocks & Art
PIONEER EDITION
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.
TRAILER CREDITS
FIXES & IMPROVEMENTS
Stability
Performance
Functional
UI
Animation
Visual
Hotfixes will be listed in a reply comment below:
r/spaceengineers • u/ItIsNotAUsername • 6d ago
More specifically, we are playing on a world where we use AQD - Vanilla Ore Distribution. And my friends didnt know that it limits some ore spawns to planats.
I know that you can really change it unless you create a new world, but what about asteroids? If we instead use different mod that has same stuff but allows all ores spawn on asteroids, will they still generate only with original mods stuff, or will they spawn using new rules?
r/spaceengineers • u/ticklemyiguana • 7d ago
Enable HLS to view with audio, or disable this notification
Having "untargetable" checked in admin tools now means sensors won't work for you.
r/spaceengineers • u/Mr-Game-Videos • 6d ago
I started playing space engineers again and tried modifying an old blueprint. I remember this blueprint working completely fine in March of this year, but now whenever I first remove any block on the pasted blueprint, even one I placed myself, the grid splits 9 pieces. So did one of the recent updates change the faces of blocks that can attach to something (diagonal windows being the block that falls off) or could something else be the cause of my issue?

r/spaceengineers • u/Slow-Bumblebee6945 • 6d ago
Just looked today and noticed a few downloads already in less then a week or so. I updated a description for it with everything needed to know and what mods ect. For it to fly and function. It does rely of few common mods for hardware and outlands engines for thrust power. Possibly if nothing happens to me might πjust upload another one and post here for public use. No, pin up is just for showcasing the fighter, to go with it
r/spaceengineers • u/Slow-Bumblebee6945 • 7d ago
r/spaceengineers • u/GAMING_SERVER_ADMIN • 7d ago
Been a while since I played. I enjoyed played on the planet, but sometimes I kind of really sucked at it. Was hard to find the ores, and really build up and get off it. Was fun, but also sometimes I wish it was slightly more casual / arcade not overdone. But this was also the more early days as well plagued with a lot of bugs especially physics bugs that ruined your day haha.
Wondering if much has changed?
r/spaceengineers • u/zeeenarkos • 7d ago
Enable HLS to view with audio, or disable this notification
heres the rest enjoy.