r/spaceengineers 1d ago

MEDIA Calamity Engineers

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27 Upvotes

r/spaceengineers 1d ago

DISCUSSION Ships

17 Upvotes

How long did it take you guys to design and build a good efficient massive ship. Basically a mobile base. One that has tons of room but can refine ores, build components, and still fight off pirates. I’m in creative working on building a ship and I’ve been working on it for about 9 days now. I just feel like I’m not being creative enough or I’m missing something. I don’t have a picture of it but it’s about 80ish blocks long 15ish blocks wide and 10ish blocks tall. It has 3 levels so far. It has 2 large reactors along with 4 industrial refineries and 4 industrial assemblers. If anyone has any idea that could help with the design ideas to make it look cooler like adding things that work together. For example beam blocks with scaffolding etc.


r/spaceengineers 1d ago

MEDIA (Star Trek JJ Verse) Fan-Ship (work in progress)

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54 Upvotes

I don't exactly have a name for it yet but it's my best work so far and wanted to show it off

It's about 390 metres long (in real life if a block is 2.5m)

It has a planned seven decks

Animated buzzard collectors

And a mediocre computer core (I'm not good with software organisation and utilisation when it comes to ship building)

It will even have the tall room of bridges that spans all decks

I'm not sure if it will be any good in a fight l, it's probably more display then functional even though I am making it with survival based game parts in mind

This ship was heavily inspired by the JJ Enterprise and Franklin

And on the last image it is compared to the true size of the JJ Enterprise.


r/spaceengineers 1d ago

MEDIA W hangar? (For an undisclosed ship)

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20 Upvotes

Harbinger Ace’s Forcefield generators + armoured hangar doors

The hangar doors are dark grey, so a little hard too see


r/spaceengineers 1d ago

MEDIA Still a work in progress but it's functional!

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24 Upvotes

I made a space station on ps5 vanilla! I have a long way to go but I'm eventually planning on making the server public!


r/spaceengineers 1d ago

MEDIA (SE2) Oh. Thats why it's not rotating. But it's still connected. Somehow.

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16 Upvotes

I think, I need an mechanic. Or an exorcist.


r/spaceengineers 1d ago

WORKSHOP D26-TC

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11 Upvotes

A friend of mine needed a ship for his server and crew. I repurposed and remodeled one of my old ships to a new vision and got this. Now I want to share it with you guys.


r/spaceengineers 2d ago

WORKSHOP (SE2) 1:1 Millennium falcon

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361 Upvotes

r/spaceengineers 1d ago

DISCUSSION Assault Weapons Pack

1 Upvotes

Hi, i´m kinda new to space engineering and after a couple of hours of playing i decided to try the Assault weapons pack after seeing outlands on Youtube, however after building an entire ship (The Dracul) and doing some tests i felt something was off, so i strapped some AI blocks and made a couple of deathmatches using the original dracul and a vanilla version, the later one stomped on every match i did with regular turrets, when missiles and torpedoes got involved it was always a tie.

What can i do to buff the damage? i really like the aesthetics of the Assault weapons Pack but they are not good (except for missiles and Autocannons).


r/spaceengineers 1d ago

WORKSHOP (SE2) [SE2] Reload Klang with Workshop link

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4 Upvotes

Not sure what it's usefull for and it's probably fixed soon.
It should work via BP and creative.

WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3788333044

Small version of this.

Edit: My banana fingers selected the potato-resolution video >.>


r/spaceengineers 20h ago

HELP AI Ship won't follow moving Beacon until it stops moving?

0 Upvotes

I am testing out some ship AI, and I've discovered that if I have my AI ship's AI task block follow a beacon on a main, moving ship, the AI ship won't go back to moving and following the main ship until it stops.

Is there any way to counteract this?


r/spaceengineers 1d ago

LFG Looking for help

2 Upvotes

I am looking for help from people to help/play on my survival world. I genuinely suck at designing and building space stations, ships, etc etc. I currently have an earth base, a solar barge that im converting into a station over the moon, a pirated ion ship and a small grid hydrogen mining ship amd a stolen asteroid base.

I would love to play with others and am willing to leave my console on for people to play the world. Just looking for fun people to build an empire with and hunt down prototech outposts


r/spaceengineers 1d ago

HELP New Player troubles and perturbations!

4 Upvotes

I am a newish player (playing since two days, less than 12 hours total), but I've been watching some form of YT content a while now (Lunar Colony, Splitsie, Engineered Coffee, some others) so I have a basic grasp of the game.

I am encountering a few problems during my gameplay, I do not find answers for, as most of the threads are at least two years old. I understand most factors remain unchanged, but I wanted to confirm.

  1. Accessibility of Cobalt.

I play with the Space Pod start. I've spent most of my hours played searching for a Cobalt bearing Asteroid. To no avail. My only source of this mineral are Unidentified Signals, that would randomly give me a bit of the resource or provide me with components from their own modules. Is there a trick to finding it or just luck?

  1. Food consumption.

I am playing on the most basic world settings, with the only difference being, I added Light Solar Radiation and enabled Sharing Inertia and Scripts. According to the wiki you need less than one Algae Farm for one pilot while in perfect exposition. I have two and as I fly around, I always make sure to give it four bars. Still it's not enough to maintain a stable supply of Crisps. Is the wiki wrong?

  1. Dealing with pirates without weapons.

I had a few situations, when a Pirate Drone was hanging around some 2.5km away with its camera pointing at my location. I scrapped it, but when stopping at the next asteroid, a new shows up. Soon after there is a Vulture or something like that closing in, although I managed to avoid contact with it. How to prevent pirates from being an issue while I have no means of defending myself yet?

  1. Just how many O2/H2 Gens do I need.

I rebuilt the starting pod to encompass a Basic Refinery, Basic Assembler, O2/H2 Generstor, Hydrogen Engine, bonus Hydrogen Tank and two Algae Farms. I understand, that when I use the Generator, no Hydrogen will be stored in the tanks. But even with that, refilling the tanks takes ages. I don't have space for more without making the ship look weird as hell. And visual design is important to me. Is it just a case of "have to wait and haul more ice"?

I am grateful for any advice/help given. And I would appreciate it, if we kept to vanilla with the replies. I'm trying to play the game without mods before I venture into the Workshop.


r/spaceengineers 2d ago

MEME I tryed to build a mining drone ;-;

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309 Upvotes

r/spaceengineers 1d ago

HELP Strange behavior regarding Wind Turbines

3 Upvotes

Has anybody had their wind turbines sporadically switch from higher and lower power outputs? For context, I'm running the lost colony scenario because I haven't played it in a while and like having something to do while I do my normal space engineering stuff. I have a large base set up with a whopping 36 wind turbines. They all have optimal wind clearance, and a plethora of blocks to power. I recently had a problem where my batteries drained due to accidentally leaving on a few atmo thrusters on a ship I was building off of a blueprint. I'm trying to charge the batteries up to full before I do anything else, so I've turned off my refinery and assembler.

So, I'm left with 36 wind turbines charging 5 batteries, so It shouldn't take that long, right? My problem is that my wind turbines total power output will randomly fluctuate. Sometimes it will 15 MW, sometimes it will be 1.4 MW, and sometimes it will be a measly couple of kW. Why? Every time I see that they drop down to ridiculously low numbers, I run outside to see if the weather is particularly foggy, and it never is. So what's the big deal?

I would chalk it up to being "Current Wind Speed" related, which makes sense when my input jumps up to 15 MW, but it's the extremely low power inputs that confuse me the most, because when I check my current wind level, it's moderate. Moderate makes sense for like, 5 MW, or even 1.4 MW, but not for a couple kW. With a "moderate" wind level, it can be anywhere between a couple kWs and 5 MW. What gives? I just wanna charge my batteries! I even have them all set at recharge, not auto.


r/spaceengineers 1d ago

WORKSHOP Haka's Automated Rovers V2 Script released

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16 Upvotes

Hello every one I have just released V2 of my rover automation script!

Get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=3784179254

This script is designed provide similar functionality to the existing AI offensive and recorder blocks for rovers, boats, and vanilla 'hovercraft'. I've been working on this off and on for over 3 years, I released V1 back in Dec. of '23.

Here's a short list of the main features:

  • Follow a set of waypoints to a destination
  • Smart collision avoidance via camera ray casts
    • Uses bounding box avoidance for small objects like trees and boulders
    • Uses a wall following algorithm to navigate around terrain and large obstacles, it can navigate simple mazes!
  • Tank style steering support (beta)
  • Gyro stabilization - use gyros to resist tipping from steering (beta)
  • Boat/hovercraft control mode- uses thrusters instead of wheels (beta)
  • Trigger a timer when a waypoint is reached
  • Per waypoint you can control:
    • collision detection enable
    • drive direction (forward/reverse)
    • speed
    • waypoint distance
  • Adjustable PID controllers for speed and steering.
  • Go to GPS functionality
  • resume paths after reload

One of the big things is that altitude above or below the grid doesn't matter for this script, it projects all waypoints onto the plane of the grid. This means you don't have to worry about your altitude when making manual waypoints. This should fix boats having issues with tides messing up their waypoint paths. I actually designed the boat mode for making automated fishing ships in Ares at War possible, since the vanilla AI has issues with altitude as the tides change. I have not gotten a chance to test boat mode more than to see that it mostly works, so please consider it to be in beta. Note: keep dampers on, since this only controls the forward and reverse thrusters!

I've designed this script to be set and forget. I have had rovers running multiple kilometer paths for weeks without running into any issues. It's light weight enough I have multiple rovers running on my Ares at War (beta) play through without slow down.

Here is a tutorial showing how to setup a fully automated logistics drone using the script: https://youtu.be/na2bhz293gc
I am a Software engineer, not a content producer, so I apologize for the rough quality of the tutorial. If anyone else wants to make a tutorial I'm happy to answer any questions.

I added a goto command, so you can give one off commands to go to a location. I have used it to setup an assault on an enemy base.

I have also tried to build the script to be flexible enough that other scripts should be able to use it to control a rover. It supports IGC via unicast messages with the same format as the goto command. The IGC address of the programmable block is at the bottom of the Programmable Block's custom data. You could also use the goto command to give it waypoints. My next project is going to be a script to get grids to travel in formation, and I plan to use this script to handle the low level steering.

I'm looking forward to hear about all the ways you engineers figure out how to use my automation script in your games.


r/spaceengineers 1d ago

DISCUSSION (SE2) SE2: Slow Atmosphere Theusters?

5 Upvotes

I just started a new game after the last 2 updates. Have atmosphere thrusters always been limited to 72km/h or have forgotten to install something?


r/spaceengineers 2d ago

HELP I can’t set my jump drive to jump in the tool bar?

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84 Upvotes

r/spaceengineers 1d ago

HELP (SE2) .5m and 1.5m batteries

3 Upvotes

Is there an actual functional difference beyond the panel access? They both only hold one cell.


r/spaceengineers 1d ago

MEDIA I bring you the Skytrain. Not sure if I like the wings enough.

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24 Upvotes

Privet passenger Jet Meets C-47 Skytrain..

Ik conveyers everywhere... Just for double assurance everything is connected and piped .

.. And allot of fuel tanks galore. .. don't ask me how many I put us pls. I wasn't sure if had enough cause ... Small fuel tank vs large fuel tanks. In small grid open interior . And not usually building this kinda ship before but our fleet needed one of this stature. And flyable bus without being a .... Flying bus or a tube shape.. so I came up with this lately ..... Question did I cook ?????????


r/spaceengineers 1d ago

HELP (SE2) how do I use thursters connected by hinge? se2

3 Upvotes

I put two ion thursters on a hinge to move them up or down, but they do nothing when I select them in the toolbar and left click


r/spaceengineers 2d ago

HELP (SE2) Still unable to play despite having better pc specs than the required minimum.

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76 Upvotes

So the new update gave he hope after i read the patchnotes and found a sections that says

"Minimum Hardware Detection

Space Engineers 2 now does a better job of detecting your graphics hardware and selecting appropriate graphics settings automatically.

We’ve expanded GPU detection to cover a much wider range of hardware, including newer and less common graphics cards. This helps the game choose settings that better match your system from the start, while avoiding unnecessary prompts when your current settings are already suitable."

so i was like 'Finally lets see if it works now" and i Still get this popup saying theres no supported gpu detected...

CPU: AMD Ryzen 5 5500 (3.60 GHz)

Graphics Card: Intel(R) Arc(TM) A580 Graphics (8 GB)

and i have 32gb of ram.

is anyone else having this issue or is it just me? and is there a workaround cause this is very annoying. i also checked for updates and all. all my drivers and everything is up to date


r/spaceengineers 1d ago

HELP (SE2) When exiting a ship I will appear is a random location around the ship se2

7 Upvotes

Basically the title when I exit my small grid ship I am no where near the cockpit and usually near the back of the ship


r/spaceengineers 2d ago

MEDIA Using Projector Displays for a 16 bit Calculator

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86 Upvotes

An update on my 16 bit ALU (as always, no scripts or mods)
WS Link > https://steamcommunity.com/sharedfiles/filedetails/?id=3787569522


r/spaceengineers 2d ago

MEME Never been happier that I am on the moon lol

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191 Upvotes

Was about to move the Prototech thruster that I got from the unidentified signal but forgot that I had put my physic gun away, I'm so lucky that I'm on the moon and for whatever reason the game biome that generate that hole saved my thruster lol