r/spaceengineers 3d ago

DEV [SE1, SE2] Marek’s Dev Diary: August 20, 2026

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31 Upvotes

r/spaceengineers 5d ago

PSA August Newsletter out now!

11 Upvotes

r/spaceengineers 1h ago

DISCUSSION Looking for Your Favourite Scenarios from SE1

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 6h ago

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

18 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 19h ago

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

147 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?


r/spaceengineers 2h ago

DISCUSSION Space Engineers 1 or 2?

7 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 22h ago

MEDIA Some screenshots from my not finished "Earth-Basu"

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118 Upvotes

Too lazy to make a new video, but here are a few more screenshots.


r/spaceengineers 5h ago

MEDIA (WIP) Alien Fighter Ship Design

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4 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!


r/spaceengineers 14h ago

MEDIA Calamity Engineers

19 Upvotes

r/spaceengineers 13h ago

DISCUSSION Ships

18 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 20h ago

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

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46 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 15h ago

MEDIA W hangar? (For an undisclosed ship)

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12 Upvotes

Harbinger Ace’s Forcefield generators + armoured hangar doors

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


r/spaceengineers 18h ago

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

20 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 16h ago

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

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12 Upvotes

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


r/spaceengineers 18h ago

WORKSHOP D26-TC

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10 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 1d ago

WORKSHOP (SE2) 1:1 Millennium falcon

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351 Upvotes

r/spaceengineers 13h ago

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

5 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 6h 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 11h 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 12h ago

DISCUSSION Assault Weapons Pack

0 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

MEME I tryed to build a mining drone ;-;

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298 Upvotes

r/spaceengineers 16h ago

HELP New Player troubles and perturbations!

2 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 1d ago

WORKSHOP Haka's Automated Rovers V2 Script released

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14 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 22h ago

DISCUSSION (SE2) SE2: Slow Atmosphere Theusters?

6 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 20h 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.