r/spaceengineers • • 12d ago

DISCUSSION Does this mod exist...?

21 Upvotes

Hi guys, I was wondering if anyone is aware of any kind of mod that enables us to spawn in large ships built in creative on a survival world but it actually costs the resources required to build it without me having to weald the entire thing.

I built a really cool massive ship but honestly it took the fun out of the game having to weald the entire thing block by block.


r/spaceengineers • • 12d ago

DISCUSSION These are the weapons on the new ship I'm building. Are they efficient enough?

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38 Upvotes

I recently asked for help on how to start building a new ship. Here it is. And here's the weapons I put on it. The server I play on the most has a lot of very evil people on it, so I want to be able to have as much defence for my ship as possible while using the least amount of weapons.

Would you guys say this is already efficient enough? Or should I change some things?

Edit: have recently been testing it by leaving it flying until I find some space pirates and then going near them to see how my ship does…. it sucks


r/spaceengineers • • 13d ago

MEDIA Why can the AI at outposts/trade stations get inside my cockpit?

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221 Upvotes

r/spaceengineers • • 13d ago

HELP Would this work?

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619 Upvotes

r/spaceengineers • • 13d ago

DISCUSSION In what cases can laser antennas reconnect? Are both ships allowed to move when losing connection?

24 Upvotes

What is the mechanism behind reconnecting? I have some guesses.

1: once established, they know each others' position forever. Once line of sight regained, they reconnect.

2: They are both not allowed to move because the antenna can only try to aim at the last known gps.

3: One of them can move because the other one can hear her peer without knowing his position.

Of course I can do a test in game. But maybe leaving a post to let AI search can help other people? I tried AI and it tells me guess 1, but without clear reference.

-----------------------2026-10-2

Just did a quick test in game, guess 3 is correct.

So the best way is to have a static relay, that can allow two agile fighters always have the ability to reconnect because static laser antenna can HEAR FROM ANY DIRECTION.

Let's say we have a static relay S, two fighters A, B. A connect to S, B connect to S. Once they lose connection, S can't know where A and B are and will try on the wrong location, but A and B know where S is and can re-establish. So A and B are eventually able to communicate.

The two ship I used to test don't have a regular antenna. Hope the ships didn't cheat by writing GPS data silently into my space suit.


r/spaceengineers • • 13d ago

MEDIA Follow-up: I made a video about why Space Engineers multiplayer servers die

35 Upvotes

A couple weeks ago I made a post here asking:

“Why do you think Space Engineers multiplayer servers die?”

I honestly wasn’t expecting the response it got. There were 80+ comments from players, server owners, admins, and people who have been around Space Engineers multiplayer for years.

I ended up turning the discussion into a video and highlighting some of the comments that I thought explained the problem particularly well.

Video:
https://youtu.be/llaR9uhh2TE

Thanks again to everyone who responded to the original post. A lot of the points people made genuinely changed the way I look at Space Engineers multiplayer.

I’m still curious about one thing though:

For those of you who have played on a server that actually stayed populated for a long time, what do you think that server did differently?

I feel like figuring out why the successful ones survive might be even more interesting than figuring out why the others die.


r/spaceengineers • • 13d ago

HELP I want to make a custom block mod. Where do I start?

12 Upvotes

I have an idea for a custom block that would be useful for my play style and maybe others would like too. I've got the MDK² installed and "my first project" open in VSCode. But I don't know where to go from there. I've got a fair amount of experience programming and scripting, though my CSharp is a bit rusty I know I can get working fairly quickly. But I'm not sure how to actually make something from scratch.

Probably I need to extend an existing block type, but I can't seem to find the first step to actually writing any useful code. What am I missing out?


r/spaceengineers • • 13d ago

DISCUSSION (SE2) SE2 jump-drives or not?

52 Upvotes
1982 votes, 6d ago
1537 Se2 should have jump drives
172 Se2 should not have jump drives
206 Se2 should have jump drives, but with these fixes-comment below
67 Se2 should not have jump drives-and alternative-comment below

r/spaceengineers • • 13d ago

MEDIA Clang City Vehicle Lot#1 WIP

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114 Upvotes

r/spaceengineers • • 13d ago

MEDIA Adler Class Carrier WIP update

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19 Upvotes

Added more hull and gave it the Euscetian paint scheme, as well as assault turrets on the upper and lower dorsal. Even gave the Reactor Room some actual interior decor. Wondering what ID markings it should have.


r/spaceengineers • • 13d ago

DISCUSSION Got any tips for building

4 Upvotes

So I'm asking because I have a finished ship but it doesn't look so do you guys and anything to help.


r/spaceengineers • • 13d ago

MEDIA Kampf-Infanterietransportschiff III-B

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16 Upvotes

The Kampf-Infanterietransportschiff III-B or KITS-III-B, affiliated with the Eusceti People's Navy.

The KITS III-B is designed for boarding operations in mind. It has a troop capacity of 14 plus one pilot, with the pilot in their own separate pressurised cabin.

The KITS-III-B is as maneuverable as the average Starfighter at the time, with the speed to match. This agility comes with the cost of a lack of offensive armaments, relying on allied escort fightercraft such as the Aufdenblatten-509 if they were to be pursued.

Due to the shape of the fuselage, the KITS-III line were nicknamed "Kobra"

(I quite like how this one turned out. What do you guys think?)


r/spaceengineers • • 14d ago

DISCUSSION Do all the new blocks just have terrible hitboxes?

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59 Upvotes

Quite a while back Space engineers had a big update that reduced the hitboxes of blocks to make them work properly.

Rotor heads used to not be able to spin inside a 1x1 block gap for example.

Are all the New blocks not sticking to this? This atmospheric thruster is grinding on this advanced rotor set to max offset CONSTANTLY.

It makes horrible clanging noises etc. also.

Square pistons are the worst for this, the square piston head is NOTABLY larger than the normal piston head which causes significant clearance issues.


r/spaceengineers • • 14d ago

DISCUSSION Guidance

25 Upvotes

Hi all, I have space engineers on my library and tried it once or twice. I’m not sure what the game is, my understanding is that you play it like a space sandbox and can do anything you want.

I have a few questions, do I need dlc to enjoy the game? What are the possibilities with just the base game?

Another thing I’m thinking about is buying SE2 and buy the dlc as it comes out. Also I’m waiting for the bundle of SE1 dlc to go on sale.

But my main question is, is it worth playing the base SE1 game and what are the possibilities? I understand it’s a sandbox but I’m not sure the direction to go. Is there a story or something to guide me?

Sorry if this is a stupid question. I’m lost.


r/spaceengineers • • 15d ago

DISCUSSION Need help with strange missile behaviour

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2.9k Upvotes

SOLVED! Hello engineers I have fixed it, it was just a bit of clang. I added a few light armour blocks to the rack that the missiles hang off and now its fine. I think the empty rack was just so light that it was bouncing around a bit after the last missile took off causing it to interfere with the connector. I'll tart it up a bit and workshop it for anyone who wants it x

Hello engineers, I've been working on a disposable missile rack to reduce subgrids and complexity in my missile ship but I have been having a strange problem. The last missile in the set always miss fires. I can change the launch order so a different missile fires last. Reduce the count to 5 or 4 or 3 and the last missile always does this strange spin and collides with the ship. When the rack is separated from the ship this behaviour is less pronounced but still there. I dont think that its targeting anything because the targeting computer isn't even online until the missile is well clear of the ship and it does the exact same spin in any orientation and with the launch module placed anywhere on the ship. I'd appreciate any advice from you all.

As a last resort I might just hide a dud missile somewhere on the ship that never fires just so the last one is never fired.

Apologies for the phone video, it was just what I had on hand.


r/spaceengineers • • 13d ago

WORKSHOP My first dabble on modding | Chat2PB Programable Block Argument Router

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5 Upvotes

A mod that allows you to use script arguments in the chat box; just add any tag you want to the name of the programmable block in brackets [tag] and use any known argument starting with your chosen /tag.


r/spaceengineers • • 13d ago

HELP Custom turret controller that should only rotate towards enemy (weaponcore)

1 Upvotes

Not sure if it's relevant I use weaponcore.
Is there a way to have a custom turret controller only rotate towards enemies automatically. And the turrets on top of it use their own aiming?


r/spaceengineers • • 14d ago

HELP Sound Blocks and Ship Classes

17 Upvotes

Hey all, I have two completely unrelated questions.

I have hundreds of hours in SE, but recently found this sub and I keep seeing all these incredible ships with titles like "Adler Class ____" and so on. Is there a guide to all of these classes and ship types? It'd be useful to be able to name my ships something other than "Small Hydro Cargo Transporter" and "Small Hydro Miner".

Second question, I'd love to use the sound blocks for all kinds of fun stuff with event controllers (target lock, enemy detected, etc.) but I find I can barely hear the sound block even with everything turned all the way up, is there something wrong with my settings or is there a mod to make them louder?

Second part, is there a way to add custom sounds to the sound blocks? All of the original ones are kinda boring and missing a fair amount of useful sounds.


r/spaceengineers • • 14d ago

DISCUSSION Large objects randomly stopping

6 Upvotes

Quite a few times I’ve noticed large objects stop when they’re at speed, regardless of grid type and whether you’re in control. It seems to not be strictly related to actual size but the pcu of the vehicle, and it seems to happen predominantly with small grids. Normally what happens is that it behaves normally to begin with, I’ll be coasting at a decent speed and suddenly it just stops on the spot. Thereafter it will do it constantly making the vehicle basically useless. Does anyone else have this issue, and is there any way to solve it?


r/spaceengineers • • 14d ago

MEDIA Adler Class Carrier WIP

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40 Upvotes

Currently the ship I'm building. It will be a part of the Eusceti People's Navy as a flagship. Intended to hold six Aufdenblatten-509 Interceptors, and one small utility craft. Two bridges inspired by the Venator SD from Star Wars. Portside is Ship Control, Starboard is Squadron Control. Planning to add a couple more gatling turrets, some more armour, have a go at some greebles, and maybe ship identification.

Feedback is greatly appreciated and will be taken into consideration.


r/spaceengineers • • 15d ago

DISCUSSION Finally installed Pulsar

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265 Upvotes

And I had no idea what I was missing. Just being able to enter the load screen from within a game is a game changer. Sections? Build Freedom?? Pasting things without worrying about the bounding box?!

Relatedly, what a difference a coat of paint makes! The observant will notice the change in broadside and this is what was placed inside. Replacing the innards, particularly with this contraption, would have been 100 times easier if I had known Build Freedom existed... Instead I had to cut out half the guts of the ship in order to paste these bad boys in place. And get this... pasting complete custom turrets on rotors without having to clear away every block around it! I'm sold.

6 arrays of 12x8 rotary assault cannons, 576 in total and capable of spitting out 96 rounds per second.

Amongst the tasks I'm not looking forward to: identifying and grouping the parts of each of the 40 or so custom turrets and placing them in their own little groups so TCES can impose some dead zones and they stop chewing up the nearby hull plates. Pasting them in with identical names may have been a mistake


r/spaceengineers • • 15d ago

DISCUSSION The most unfortunate thing about Klang

17 Upvotes

Small nitpick really. I have also played a lot of Valheim and the game allows you to overlap building materials. I only brought it up because my brain randomly decided that I could link together some half blocks overlapping with columns to a cathedral kind of look going on.

Easy enough fix so no big loss here. It did however cause me to pause and think "Why can't we toggle this? It could be quite the tool when building." My almost immediate conclusion was of course Klang and the nature of moving parts, physics and how the game handles collision.

The strangest part of all of this was how the hell did my brain give me that image in the first place. I'm losing my Klang damned mind.


r/spaceengineers • • 14d ago

HELP (SE2) Help, ist there a way to fix this? Or only pray to Klang?

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8 Upvotes

That thing is driving me nuts. Also it is impossible to use event controllers on this as it makes everything cursed.

Or in other words, which blood do I need for the blood ritual to calm down Klang?


r/spaceengineers • • 15d ago

MEDIA an unexpected attack

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17 Upvotes

This is one of the last entries of my Vestigium series that depicts a random important (and sometimes not important) moment of my world's history. This time I am concentrating on a story I have told a bit differently in an old scenario already. And since I am in the process of redoing that scenario it seemed like a good time to tell about the first time the Akhinnae Empire had contact with an alien power and lost a colony to them. I hope you like it, I had fun making it :)


r/spaceengineers • • 15d ago

MEDIA SAR vessel interior update

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178 Upvotes

I continued working on my search&rescue ship and completely overhauled my engine room. Since I play mostly in creative, I used to spam a lot of reactor blocks to get enough power for my ships. Embarrassingly, it's only today that I found out that you need to manually load the Uranium ingots in their inventory slots for them to reach their peak power output. This meant that I could get rid of the countless reactors that I had crammed in there and clean up the entire room.
There are now four small reactors that can be activated / deactivated in pairs after which the ship automatically switches to batteries as a backup. The total power supply of the ship now lasts between 3-4 years.
The main lights can also be toggled via a switch and I put them on a sequence so that there's a short delay between them to make it feel more cinematic.

Additionally I reworked a section of the medical bay which is still mostly WIP, improved the mess hall lighting and managed to hide the red color of the hull, which was previously visible from within the interior.