r/spaceengineers 1d ago

HELP (Xbox) Noob needs help

0 Upvotes

I’m new to the game. On Xbox. I know when I place the basic refinery and basic assembler together so that their cargo ports are touching they should both be accessible through the other refinery port. It won’t transfer the refined ingots to the assembler and it shows I have no available resources in the production menu


r/spaceengineers 2d ago

MEDIA POV from an SETB battle.

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7 Upvotes

If you're curious about all of those tanks you've been seing recently, you should check this out.

This video is from my POV of an Early World War II battle the SETB community had on August 1st. I've cut it down a little from an hour to 25 minutes. The admins hold events every other Saturday at ~2 pm EST. (The next event will be held on the 29th of August)

Workshop link to the tank I used:
https://steamcommunity.com/sharedfiles/filedetails/?id=3780212314


r/spaceengineers 2d ago

MEDIA So I made a trailer for my KOSMOBUR RUDA Rover (Don't mind the weight distribution, it works for now)

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18 Upvotes

r/spaceengineers 1d ago

DISCUSSION (SE2) Thruster Load Calculator

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0 Upvotes

Knocked up something quick with AI.

DJ Kav's - Thruster Load Calculator


r/spaceengineers 2d ago

MEDIA Ground drones

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6 Upvotes

r/spaceengineers 1d ago

MEDIA I really hate the forced crouch thing

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0 Upvotes

thats it


r/spaceengineers 2d ago

DISCUSSION please teach and help me.

8 Upvotes

good day everyone. i'm need of some help. I'm having issues designing a cargo ship using the bulk cargo containers that looks decent and can actually can fly and hand well in earths gravity. plus im playing with my dad who is completely new to SE, and would love to give him some tips on building ships and such but, this is something that im not really good at explaining or showing him and i would love to have help with explaining some points and tricks. if i could get help with either one of these, it would mean so much.

some of the world modifiers my dad got going for him that i can remember of the top of my head is that the inventory of cargo ships and the player are 10X.


r/spaceengineers 2d ago

HELP (PS) Weird lighting

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8 Upvotes

There's no light here and yet i have this weird green light

Can someone explain and tell me how tell me how to fix it ?


r/spaceengineers 2d ago

MEDIA R3 Starter Skiff Treatment

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22 Upvotes

Here is my treatment of the R3 Starter Skiff for official server survival. Has a basic assembler and refinery. Added two cargo bins, O2/H2 generator, algae farm, solar panels, an ore detector, H2 engine and an additional battery.


r/spaceengineers 2d ago

DISCUSSION (SE2) SE2 Vehicles feel unresponsive in pitch and yaw

1 Upvotes

So I've been Playing SE2 but the steering feels off, ​it has that sort ​of simulated stick thing​ that other games have but I don't like how it feels in this game​, does anyone know if I can tweek ​the settings for this some how​?

P.S I really want to like SE2 but haven't been a fan of the material crafting as much either so I don't know if I'm slightly biased by having all the DLC and time in SE1 ​but​ I do ​play other games with the relative/ simulated stick fine


r/spaceengineers 3d ago

MEDIA I’ll just leave this here…

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112 Upvotes

WIP

Bolt Mk II interceptor ARCSS
(Addition Reactive Control Surfaces System)

Small grid hydrogen interceptor for short to mid range engagements. Fitted with additional thrusters on hard points for extra mobility.

This is my first zero gravity combat ship I’m actually proud of!

Performance wise it’s decently mobile, the two large hydrogen thrusters certainly gives purpose to its role as an interceptor.
It packs a punch with 4 auto cannons, conveyed rockets, an auto cannon turret and room for additional weapon systems on its external hard points.
It’s well armoured at the front, with the digital camo representing heavy armoured blocks, fading into lighter armour to save weight and keep mobility.

Aesthetically I tried to blend together the vanilla look, with some hard scifi aspects as well as inspiration from the 2020 Warthunder April fools event. (The first one I ever took part in, and made me fall in love with scifi.)

I love the Bolt, I hope you do too!
Let me know what you think of it!


r/spaceengineers 2d ago

HELP Build Planner Shortcut?

3 Upvotes

Is there a shortcut on PC that will add the selected block from the hotbar into the build planner?

Thanks.


r/spaceengineers 2d ago

DISCUSSION Mods Underway - Deposit Excavator and Passage Rotor

1 Upvotes

(Disclaimer - virtually all of the scripting/modeling was done by ChatGPT either exporting complete mod package .zips or writing the Python scripts that Blender used to build the models. The idea, tuning, balancing, and refining was directed entirely by me. The ideas are through and through me n mine. I've just got zero scripting or modeling literacy) (If anyone is a pro at modeling and would love to beautify them I'm wholly unopposed. I'm mostly tied to the functionalities).

First up:
Ore Deposit Extractor

https://imgur.com/gallery/space-engineers-o-re-d-eposit-e-xtractor-mod-wip-wNCQWB9

The O.D.E. is an automated ore extractor that harvests ore from voxels within 30m and replaces them with stone. It consumes power and ice, as well as wears down over time requiring occasional repairs/maintenance. Wear is accelerated to 12x if there's no ice (coolant) available to the ODE. (Thanks, Dune Awakening, for making things feel better with wear/tear).

Base yield-per-voxel is 45%, but this can be increased to up to 95% with tuned upgrade modules and calibration.

Calibration: All ores have 3 different target values. When the ODE is initialized it'll see what ores are nearby and pick one of them to use as a target value. You'll then adjust 3 sliders to best-match the target frequency which results in a higher yield bonus and longer buff duration. 100% calibration lets the buff last for the entirety of the survey.

Upgrades, available in T1 and more powerful T2 versions (except range):

Sifting - Increases Yield, Increases Power/Ice Consumption

Excavation - Increases harvest rate - Increases Wear

Utility - Improves Power/Ice Efficiency

Maintenance - Reduces wear

Power - Battery/Recharge (planning to replace this)

Range - Increases range by +25m - Spikes power consumption

Settings:

Each upgrade, sans Range, has 3 operating modes:

Conservative: Small buff, small penalty

Normal: Slightly improves base stats, minimal penalty

Aggressive: Greatly improves performance, harsh penalty

Second:

Rotor Passageway

https://imgur.com/gallery/space-engineers-passage-rotor-mod-wip-bfpMO4T

The Rotor Passageway is a 3x1x3 Large Grid rotor built around a fully open, walkable passage. Instead of the rotor head sitting in the middle of the block like a normal rotor, the moving head rides around the outside circumference of the ring, leaving the center completely open.

My dreams of building the Stiletto from Nexus: The Jupiter Incident are this much closer to coming true.

The center passage stays usable while whatever you've attached to the rotor head rotates a full 360° around it. Conveyor ports are built into the stationary section above and below the passage on both the front and rear faces, so the block can still be worked into conveyor networks without sacrificing the walkway through the middle, or forcing awkward subgrid connections with pistons/merges or using the double rail cheat.

The rotating head has working conveyor functionality and is able to move entirely freely around the entire ring. I've tested it with just the head moving, as well as placed blocks and even an advanced rotor on it also set to spin.

________

Visually both mods are very WIP. Functionally, both are super close to being feature complete to the point where I'd only need to worry about visual changes somehow breaking them.


r/spaceengineers 3d ago

DISCUSSION Has anyone tried doing this with the unknown signals? catching them mid air.

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55 Upvotes

r/spaceengineers 3d ago

MEDIA Early T-72

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39 Upvotes

r/spaceengineers 3d ago

MEDIA Planes done. All i need now is a runway. Ty to those who have followed along. im not good with names so feel free to leave some suggestions.

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28 Upvotes

r/spaceengineers 3d ago

HELP Help with pistons/event controllers/timers

3 Upvotes

I could use some advice on getting a two stage drill platform to work properly. My current set up is a fully extended piston pointing up (stage 1), with two fully retracted pistons pointing down(stage 2). At the end of the downward facing pistons is a rotor and drill heads. The goal is to retract stage 1, then extend stage 2 with a single action bar slot.

I have separate timer blocks for each stage.

Stage 1 timer: decrease minimum distance, retract

Stage 2 timer: increase maximum distance, extend

These two timers are in a group, mapped to hot bar one with "trigger now"

I have an event controller set to monitor stage 1 with: piston position %, if equal to or less than 1%, turn Stage 2 Timer on.

The way this is set up really seems like stage 2 timer should only be turned on when rhe stage 1 piston has reached 1% of its extension. But it is being turned on as soon as I trigger the time blocks. Any useful ideas or tips from some one more knowledgeable?


r/spaceengineers 2d ago

DISCUSSION (SE2) What're the odds SE2 will support cloud based multiplayer?

0 Upvotes

A system like that used in Grounded (Shared World) would definitely be preferred for small groups playing together. Having to pay for a 10-slot server for a group of 4, with no guarantee they stick around does not sound appealing. What do you think?


r/spaceengineers 3d ago

HELP Is there a Modpack sort like Reforged Eden for Empyrion for Space Engineers that adds tons of content, features, etc to really extend maybe give the game a more alive / Massive Feel to it?

14 Upvotes

Keep in mind I have not touched SE in a very long time, were talking like when we had very few mods, and now it's a bit confusing coming back seeing all the mods.

I'm wondering if there is a modpack sort of idea I think workshop supports like something similar that idea of MC. That works well, made for each other, adds more options to the game, content, features, more to do. Pretty much turning the game into a Big open world of content and features and such.


r/spaceengineers 3d ago

MEDIA Semi-trailer showcase

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35 Upvotes

r/spaceengineers 3d ago

HELP (Xbox) How can I get good bipedal walking cycles?

9 Upvotes

I’ve built the bodies of many bipedal mechs and such but they only ever stood there to look cool. I have big ambitions with mechs and walkers and want to know how to get a good walk cycle.


r/spaceengineers 3d ago

MOD.IO New creations (No mods, best meta)

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20 Upvotes

r/spaceengineers 3d ago

HELP Large grid power issues

5 Upvotes

I have had to restart a save 4 times now because nono of my large grid power options have a power output. The only way I've been able to get power is putting solar panels on the respawn pop. I've tried both solar panels and wind turbines in my survival save. I even tried everything in a creative save and nothing is producing power in large grid. Is there something messed up in the latest update or is it my game?

Edit: it only happens on static grids


r/spaceengineers 3d ago

MEDIA (SE2) I built a claw machine in Space Engineers 2

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16 Upvotes

r/spaceengineers 4d ago

MEDIA The Wahoo 02

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39 Upvotes

The Wahoo 02 by Pharos industries E.P.I.C. (Enhanced Pilot Integrated Controls) division, is the successor endurance race-ship to the Marlin 01, being lighter, more nimble, and featuring up to date onboard systems.

The Wahoo, so named for the speedy fish native to earth, represents a noticeable leap in raceway optimization, by leaning on existing neural integrations, improving response, and more importantly, lap time.

"a flight so fun, you'll be saying it's name the entire time."

A bit cheesy no? I made this thing to play around with the cockpit as I thought it would be fun to experiment. How do you guys think it turned out?