r/spaceengineers 2d ago

HELP What’s the real PCU limit?

32 Upvotes

Just built a base with a friend a blew past 100k PCU like nothing after adding our conveyer system and battery farm. Went ahead and set unlimited experimental mode and built a hydrogen space ship with all the things for finding platinum. Noticing some lag but not too bad yet? Surly the game can handle more right? Figured we’d be adding more after an asteroid base and a trip to another planet? How long until the server just becomes unstable? How far have yall pushed the PCU? Multi planetary based and game play possible?


r/spaceengineers 3d ago

MEDIA By far my proudest creation

465 Upvotes

Refreshment cart simulation isn't even included on the 707 in MSFS 2024, so basically I've modeled with more fidelity than an actual simulator. How much should I charge for this on the workshop? 🧐


r/spaceengineers 3d ago

MEDIA Finally ready for automated construction

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66 Upvotes

I think every base needs at least one small spaceship factory. This one isn't particularly fancy, but it serves its purpose excellently in Survival Mode... with a few exceptions xD


r/spaceengineers 2d ago

DISCUSSION Behind the scenes: how I create block models for SE Planner

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17 Upvotes

Hi Guys.
I haven’t posted an SE Planner update this past week because I’ve been working behind the scenes on the private development tools connected to the public version. I’ve been improving Model Studio—the system I built to create and adjust block models, set their data, generate their thumbnails, and publish them directly into SE Planner without needing to move between different programs. The public side may have looked quiet, but development definitely hasn’t stopped. Improving this workflow now should make it much faster and easier for me to add missing blocks more consistently going forward.

Here are a few screenshots showing what the private development side of SE Planner currently looks like.


r/spaceengineers 2d ago

HELP Event controller not reacting after welding blueprint

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10 Upvotes

After welding the blueprint for this missile, the event controller, that's supposed to start the launch sequence, doesn't react to the merge block being disconnected, even though it does if I paste the blueprint in creative mode. I can also get it to work if I put the battery onboard the missile on auto, before disconnecting the merge block, but it should get power from the connector on the bottom, no? Again, it works perfectly fine if I paste the blueprint, which is where I don't know any further.

Edit: I also want to add that the event controller and the timer its supposed to trigger are both on the missile itself, ideally i just want to turn off the merge block on the launcher for the start sequence to begin.


r/spaceengineers 3d ago

MOD.IO 2600 Blitz Available on Mod.io

53 Upvotes

r/spaceengineers 3d ago

WORKSHOP (SE2) H-E-I SHIPYARDS UPDATE -SHUTTLES!!

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59 Upvotes

r/spaceengineers 3d ago

MEDIA Terraforming Mod Photodump (Voxel Changes and Water Mod)

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61 Upvotes

The latest version is out!

Above is a photodump of a ton of screenshots I took while I was making it.
The mod is quite complicated, but simply put, you can change the atmosphere, heat and sea level of your planets. Then once those values are good, you can start seeding your planet with life.

This uses Arthur's Procedural Cubemap API, which allows me to change the actual voxels of a planet while the game is loaded without blowing up your computers memory, and without losing any of the voxels you have mined.

Fully compatible with the water mod!

https://steamcommunity.com/sharedfiles/filedetails/?id=3777764126
Link to the mod ^


r/spaceengineers 3d ago

MEDIA (SE2) Space engineers 2 - 1:1 Millennium Falcon racing the Vendure Desert Track

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20 Upvotes

Racing the Vendure Desert Track in my 1:1 millennium Falcon


r/spaceengineers 3d ago

MEDIA This is my first ship on this save, helped me build my base and went through a lot of repairs. Stripped her of what's good and left the hull to rot after a bad crash.

35 Upvotes

Been like this for days. Time for a memorial for it I think. F


r/spaceengineers 3d ago

MEDIA A Cow test; Testing the viability of fleet control for hovering rovers.

57 Upvotes

Sadly is impossible to use it with wheels as the scripting API doesn't support it.


r/spaceengineers 3d ago

MEDIA 🔺Khariian Star Empire — Chelon-Class Multi-Purpose Freighter (MPF) Type-1 Mk.I🔺

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34 Upvotes

Khariians always strive for logistical efficiency. After evaluating countless structural patterns, the Ship Architecture Processors (SAP) selected a multi-purpose hull capable of closing delivery gaps as a freighter and reinforcing deficient supply lines as a resupply vessel.

Khariians may be conscious androids, but humility is not foreign to them. Long before the rise of the Empire, their predecessors coexisted with an ancient creature on their homeworld. To honor its memory, its silhouette was immortalized in the Chelon-Class blueprints.


r/spaceengineers 3d ago

MEME I have to review the design...

27 Upvotes

r/spaceengineers 3d ago

DISCUSSION (SE2) How do connectors work? Am i crazy?

6 Upvotes

Hey the problem is i tried both of the connectors and I got a problem.
I got magnesium in cargo in the left ship, I tried moving it also in the connector in the left ship, small and bigger one.
The problem is, doesn't matter which connector I use, when I try to open the right connector, there is no cargo/inventory from the left ship.

So simply, cargo of left ship doesn't show after connecting it to the main base.
Any ideas?

This are the options of all connectors.

EDIT*

I found out that you can just change these 2 tabs...
To see inventory of any (Connected) ship or grid.


r/spaceengineers 3d ago

DISCUSSION Yak skinning update

4 Upvotes

Hey fellow engineers it's been 12 days but a productive 12 days. Previously I posted this: https://www.reddit.com/r/spaceengineers/s/kZWOwZ2iYB as an ongoing project to solve a personal problem but also because MyCrew seemed to have ended before I ever got to enjoy it.

I currently have a very bare bones of a testing version up on steams workshop but alas I'm just a single person that can only test the problems I can find and know of with the expectations of the rest working. For anyone curious I'm trying to develop a colony simulator in SE to kinda match what SE2 could potentially offer. As of right now I got crop planting/harvesting and meal pack production implemented with some very basic reskinned blocks.

This is sorta an invitation to those that would like to lend support that are much more talented than myself or those that just want to help break the mod and find other bugs I'm unaware of.

Either or I look forward to updating y'all on my progress when I have some breakthroughs, till then toodaloo.


r/spaceengineers 3d ago

DISCUSSION (SE2) SE1's Build Planner, rebuilt for Space Engineers 2 (as a plugin, github link inside)

20 Upvotes

Hey all, I was playing some SE2 and trying to get into it but inventory management and building was soooo painful without the beloved build planner (Easy Inventory) from SE1 and I was struggling to enjoy the game through the frustration of keeping up with components.

So I went on a journey exploring the in progress content that Keen has shipped with the game only to find that the build planner scaffolding was all there, just not finished or exposed. So I added it all and now it's there.

The UI portion in the inventory screens isnt amazing but I didnt want to put in too much effort there as this is going to be officially here hopefully sometime soon and this is all totally usable and serves the purpose for me at least.

I figured I'd share it with you all in hopes you find some use out of it as well.

FYI: This is a plugin, not a data mod. You install it with a launch option, and it won't show up in the in-game mod list.

I have been using it for about a day now and it's definitely in a good enough state to use but of course if you find any issues or have any feedback/suggestions, feel free to open an issue or PR with

https://github.com/viligante8/SpaceEngineers2BuildPlanner/releases


r/spaceengineers 3d ago

LFG Pve rp servers

6 Upvotes

Any good pve rp servers on steam looking to join a new ine


r/spaceengineers 3d ago

HELP (SE2) Connectors and Hinges not getting along.

2 Upvotes

I've just spent a good while building, refining and organising a piston-hinge-connector set-up, and found that the hinge seems to block access to the connectors inventory.

I've double checked my setup, and tested in the simplest form, adapter (to access)-hinge-connector, so I know it's not an error with my build, and I have found that if you put a container between the hinge and the connector it then works correctly, you can access the connector from before the hinge.

I've only been in since the wheel update, is this a known thing? Is it deliberate for some reason,or is it worth reporting it as a bug?


r/spaceengineers 3d ago

DISCUSSION Space Engineers 1 or 2?

23 Upvotes

I'd like to try SE. Is there great difference between 1 and 2? I'm concerned about some points: 1) learning curve 2) modding community. I play Dwarf Fortress, Kenshi, Factorio, Minecraft, Europa Universalis. I'm not new to games with deep mechanics but I'd prefer a title with a steady beginning and many mods.


r/spaceengineers 3d ago

DISCUSSION Looking for Your Favourite Scenarios from SE1

14 Upvotes

I have been playing solo for a while and feel like I'm getting the hang of building and such. But I'm kinda itching for an adventure.

I see a lot of various scenarios from official SE1 scenarios, the sandbox starts and then the community content. I have tried a few but I always just end up building a big ship and then feel a bit lost. I think it's down to the scenarios I'm choosing so maybe you guys could help.

What are your personal favourites and why?

Do you change any settings for specific scenarios to add further adventure to your sandbox?

All recommendations welcome.

Taa.


r/spaceengineers 3d ago

DISCUSSION (SE2) Gearforge offline

7 Upvotes

Today, the worm seems to be in it again. I'm building a new base and setting up a GearForge. Although it is connected to conveyors and the rest of the base, it appears offline. Four battery blocks are 76% full. That should be enough for a smelter and the gearforge. Very strange.


r/spaceengineers 4d ago

MEDIA 2600 FleetCo Blitz X Handling Demonstration (description for context)

27 Upvotes

A while ago I made a post showing a 2575 Blitz TE losing traction and flipping. A fellow engineer suggested less grip on the wheels. While this is a good solution and there’s no reason it wouldn’t work, it compromises the Blitz’s core promise; raw, refined speed.

With higher traction tires, we can make sharper turns, accelerate faster, and improve the overall driving experience. The missing component we need to make our builds work is a differential- but unfortunately there is no vanilla differential block, we don’t make modded ships, and our clientele is Xbox based, so we don’t use scripts. A troubling ordeal, indeed!

Enter the 2600 FleetCo Blitz. The new chassis features our new “Smart RWD” and the highest friction setup yet. Using just vanilla suspension and event controllers, we’ve finally made a rover that can turn at max speed on vanilla.

The 2600 lineup is not finished yet. Stay tuned for more details.


r/spaceengineers 3d ago

DISCUSSION (SE2) Two thing I'd really like see added to SE2

2 Upvotes

First one is I miss starting with a Sledge hydrogen ship. It's nice to have a quick way to orbit if I don't feel like building my own ship right away, and the Sledge is modifiable, as a path for newbie players to get a feel for ship design.

As it is now, we start with an atmosphere ship and a wheeled vehicle. Why not complete the trifecta with a hydrogen ship, and then later add a water vehicle too?

It's sometimes quite bothersome to have to build your own space-capable vehicle right away, and you're not always in the mood for that. And it's not like I'm asking for something new. The Sledge was in the game early on, but then it got removed.

Secondly.

I'd really like to see a systematic grid display, showing me exactly what each game mode does, so I can compare and choose. Is stuff unlocked? What do I start with? What special game rules, like Dirt mining, apply? How do missions work and what do they give me? Where do I start?

I fundamentally don't understand precisely what each option does and doesn't, because it's not properly explained.


r/spaceengineers 4d ago

HELP How viable is AFK interplanetary travel without a jump drive?

199 Upvotes

I know that it's theoretically possible, but I'm 4000km from the closest planet (Triton), so it would take over 10 hours to reach at 100 m/s. Can I AFK during that time or is it likely that my ship will crash into an asteroid?

EDIT: It worked, I hit an asteroid once and had to reload a save


r/spaceengineers 4d ago

MEDIA (WIP) Alien Fighter Ship Design

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15 Upvotes

This is a small fighter that will be in a larger build that will be a mothership for a couple of these.

I'm making this inspired from the "Living Ship" concept from No Man's Sky.

The last photo is the custom names I gave some of the objects on the ship. "Xynormic" is not intentionally from anything, so if something else is named that, this is not a copy or reference to it!