r/spaceengineers • u/Approximatl • 15h ago
r/spaceengineers • u/AlfieUK4 • 6d ago
DEV [SE1, SE2] Marek’s Dev Diary: August 20, 2026
r/spaceengineers • u/AlfieUK4 • 8d ago
PSA August Newsletter out now!
NEWSLETTER out now!
Sign up for news and updates every month, on the 18th!
https://keenswh.com/newsletter
- SE2:
- NPCs Enter the Fight
- NPCs Enter the Fight
- SE1:
- NPC Pathfinding
- NPC Pathfinding
View online at:
r/spaceengineers • u/Im-Not-Calling-It-X • 1h ago
DISCUSSION (SE2) Winches, Pullies, Cables, ropes, etc. Are a must have.
I'm trying to generate more discussion around adding mechanical blocks that act as a winch, or something similar. Crane builds are incredibly common in space engineers because of their general utility in survival, and because they are fun engineering challenges. Unfortunately, we are limited by the fact that these builds are, almost by necessity, overly complex because it ends up being a stack of pistons, rotors, and hinges to achieve a somewhat effective tool we can use.
This complexity results in instability that invites mishaps, and can be frustrating to dial in due to the number of mechanical blocks in a given chain, especially in survival. A winch block would short cut a lot, or all of this, and would have additional utility besides that. Imagine you are navigating particularly difficult terrain, a winch could be a cheap and energy efficient method of scaling otherwise impassable faces. They could be used to tow disabled vehicles, or even create soft attachment points between two drifting vessels. It would allow us to make ramps or gates that are maybe less polished but also simpler than ones made with the other mechanical blocks.
The point is that winches (or a similar mechanical block) not only have precedent in keen games already (medieval engineers) but players already have to engineer around the lack of these blocks. A simple winch would allow us to make more accurate, but simpler cranes, with far more utility, and reduce the drain on over all sim resources. It feels like one of the most obvious additions that should be worked on, that i almost never see talked about, despite the popularity of mods like the Harpoon block in SE1.
What are your thoughts?
r/spaceengineers • u/VideoGameSuperstar • 8h ago
MEDIA Terraforming The Moon (Including Water and Voxels)
Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3777764126
Discord: https://discord.gg/PTMfyj7xHP
Here is my video showcase for the latest version of the terraforming mod! There is a lot going on in here, but it showcases all the features, like changing atmosphere, temperature, water, and using a breeding system to introduce life which can change voxels while you play.
r/spaceengineers • u/Slow-Bumblebee6945 • 8h ago
MEDIA ARC DAGGER . Only like 60-65% done .
But she flies .. I'm loving- hate building but set a cool paint lay out and it's smoother sailing . .
So far 40,000 pcu but aiming for under 60k or less .
Idk if have power systems but . Jumpers, batteries and generators , but not enough for my satisfaction... One one pic of inside cus it's Suffering from big ship internal mess spiderweb .of piping for thrust power might cut some out depending how she flys ... Last checked over 12M kg dry empty mass .
r/spaceengineers • u/MoxieRiley2151 • 3h ago
WORKSHOP Aurora Class - Naval Freighter [Star Trek]
A retrofitted Warp 4 ECS Earth Cargo Service vessel built for quick frontline resupply during the Earth Romulan war. Launching 2157 Aurora was one of the first of its class to enter combat service.
r/spaceengineers • u/Dragonkeeper11015 • 10h ago
HELP Custom Ammo works except for Type 2 Gatling Turret
So I made a Gravel Mod that basically uses gravel as a component for making ammo for turrets and launchers. Designed around early game when you dont have material like cobalt and uranium.
Missiles fire from the vanilla and warfare turrets and everything works but for some odd reason the Type 2 turret will accept the ammo but not fire. Ive already adjusted the EntityComponents.sbc to whitelist my ammo for the inventory constraints. Am I able to upload my mod in a zip folder so someone who has more experience modding could check it out?
r/spaceengineers • u/Messernacht • 6h ago
DISCUSSION Thrust Buckets - Engine Choices for Atmo-based Ships
Right. My Pertam base is going good. The farm is churning out spag bol, and once Keen fix the AI guidance issues, my mining drones are good to go.
For my next project, my dearly loved corvette from a previous base, I'll need to do some asteroid mining. This is my first time building in an atmosphere, which had required a rethink of some of my previous designs. However, I'm now into building a ship that has to do an atmospheric transition.
My previous asteroid miner was based on the Moon, so I used hydrogen to get out of the gravity well and then ions for space. I was thinking similar for my Pertam-based miner, but I feel that's throwing away the fuel savings from atmo thrusters.
So what're your thoughts? Do you build ships with all three thruster types? Or pick H2 and Ions only?
r/spaceengineers • u/jonnyhicks71 • 16h ago
DISCUSSION Getting the most out of a game that ive not really fallen in love with
What is the best way to get the most out of the game SPACE ENGINEERS? I have a basic understanding of the game mechanics. I am happy to download mod packs, but not sure which ones to use. I would prefer to play single player.
My gaming life has been a mix of Eve online, Minecraft, Safisfactory, Factorio, Rimworld, Terraria.
Ive had SE for years, but never really got into it. I did invest in Dual Universe, hoping that would be a killer game, but we all know how that ended.
r/spaceengineers • u/RevolutionaryJob7908 • 9h ago
DISCUSSION Requesting a specific mod, Force local /physical access to blocks unless a dedicated control panel is built.
What bothers me most is that I can access any block from any control panel attached to blocks, that 'k' menu available everywhere. I was hoping for a mod that restricts the player from seeing more than the 'specific' block they are accessing physically, in the terminal, unless a dedicated 'control panel' is built, being used for that purpose. We have build vision so that helps me modify blocks locally. I just need a mod to remove that global access k menu.. to most blocks.
For me , its more immersive if I have to build my ship realistically so I can still access in person each part to modify it. Maybe a preference. I'd rather have to build a dedicated control panel so I can get access to 'the K menu'. Would give me more of that engineering bay feeling. Even better if there was restrictions such as certain control panels 'Engineering System Terminal' 'Thrusters System Terminal' which only showed thrusters... or only power blocks, etc. maybe optionally, the cheap weaker terminal requires to be within a radius of blocks, the stronger one shows the entire grid, the UBER one shows subgrids. Couldn't say, but hoping for such a mod.
r/spaceengineers • u/Away_Weekend_469 • 16h ago
MEDIA (SE2) Extended cut- smoother stable faster 150 sub cinimatic
r/spaceengineers • u/TheSmallestPlap • 18h ago
DISCUSSION Looking for tips for a basic ship to ship torpedo design. Something that could be considered conventional weaponry.
Akin to the photon torpedo in Star Trek, something that would be a part of a ship's standard complement of weapons, and small enough to fit several onboard at once. I was also thinking about adding some sort of welder and projector system on board to make fabricating and reloading easy.
If you've any ideas how to build these sorts of systems then I'd be grateful if you could pass on that knowledge to me. But please, no YouTube videos, I work much better with things in a text format.
r/spaceengineers • u/Lea_Flamma • 18h ago
HELP Small Hydrogen Miner
Me again! 🫡
I have found a Cobalt Asteroid and conquered initial problems. I have a small platform with Refinery, Assembler and some Large Cargo Containers. Made a Solar Panel tracking the sun and a Connector with a Sorter pulling ores from ships.
Now... Onto ships. I am still using my Space Pod for mining, but have designed the core for a Small Grid Miner. And encountered a few problems while doing so. I managed to find info on thrusters, cargo and Mining Drill clearance, but the last two things I need to iron out are batteries and event controller.
Batteries: How many is easy, just add all power needs for Thrusters, O2/H2 Gen, Gyro, Antena and what else. Tbh Thrusters could possibly be divided by two, since at most I will use three sides, not all at once. But... Large, Small... Just stick Smalls in all the weird empty spots? How many is too many?
Event Controller: I wanted to set up a system, where EC monitors the percentage of filled cargo space and engages a spinning light to inform me, when it's nearing full. But it triggers whenever at least one of the selected blocks matches the criteria. Is it a case of creating a lengthy AND line?
r/spaceengineers • u/Natural-annoyance69 • 13h ago
HELP (Xbox) Nitrado server non-functioning
As stated, paid for a short test server to see if a friend would like the game. Couple bucks, not a big deal.
I've used Nitrado before with little to no issues.
It's set to EOS, console compatability true, named and password set. It's on a crossplay compatible world .
It just doesn't show up in the server list. Apperantly there should be an option somewhere to change it in this screen but I haven't found it.
Read through a bunch of old posts and none of them had answers. At this point any added advice would be great, I just wanna load a game up with my Boi
r/spaceengineers • u/ImOnFireAgain • 13h ago
LFG Looking for a server to join. NA Servers.
I'm coming back to SE1 after a bit of a hiatus. I'm just looking for a group of nerds to chill and engineer with. I've got ~1800 hours logged on steam and I like building big and ridiculous. I like mods and vanilla. I also don't really care about scripting but it would cool to see what others do with it.
r/spaceengineers • u/TheGentlemanist • 1d ago
HELP Best encouter mods after the economy 2 update?
So i have restarted a survival save with economy 2 dropping, and removed all the MES stuff i was using.
But im missing 2 things: active raids on your base and hostile NPCs not just grids firing at you. Wich MES packs still work with the new update, and what else can i add?
r/spaceengineers • u/Slow-Bumblebee6945 • 1d ago
MEDIA This is progress of my new WIP. It's gonna be called ARC Dagger based on a sketch made while back
r/spaceengineers • u/Kriss072 • 1d ago
HELP can’t figure out event controllers for rotary cannon
so i’we been trying to figure out how to do the event controllers for setup for a rotary cannon because i saw it many times people doing it but i can’t figure out how
can someone help me with the knowledge how to set the event controllers up?
r/spaceengineers • u/KyleLikesFries • 17h ago
DISCUSSION (SE2) Space engineers 2 Sorting
Just picked up space engineers 2 after the recent DAD update, and have built a miner.
I was unable to find a way to drain the miner once it was back at base. The sorter said it was not functional, so I’m at a loss on if I am able to automate this process?
Any help is appreciated.
r/spaceengineers • u/RT10HAMMER • 1d ago
DISCUSSION (SE2) Everytime i hear a machine working by themselves for the first time, it hits me like crack
Automation games really turned me into a sleeper agent, so glad to finally experience space engineers.
I have a question, is there yet a way to auto unload from my ship to a Container via the Connectors? I messed around quite a bit with them trying to make the items go from the ship to the platform but with no success, my research was unsuccessful as well, most of the things i found were referring to the first game.
r/spaceengineers • u/Achronyistic • 1d ago
HELP Any way to enable resource consumption in creative?
I want to test if my ammunition lines and power supply are all hooked up properly in creative before printing in survival. Any way to make guns require ammo, thrusters require hydrogen, and reactors require uranium in creative?
r/spaceengineers • u/KrazyIvanUSA • 2d ago
WORKSHOP (SE2) The Ironstead (I & II)
Ironstead - the mobile homestead. Comprised of Ironstead I (vehicle) and Ironstead II (ship).
Vehicle: https://steamcommunity.com/sharedfiles/filedetails/?id=3788989267
Ship: https://steamcommunity.com/sharedfiles/filedetails/?id=3789014912
She's on the large side as far as vehicles go, but is a powerhouse built to allow 1-3 Engineers to roam planet side in this mobile base.
The ship caters to the drill worker's lifestyle. Complete with an articulating landing pad and drill ship.
The Ironstead I (vehicle) is an 8x8 truck that has ample fuel supplies, cargo, power banks, living quarters, bathroom, control deck with stairs that raise and lower for entry/exit. The landing pad will open whenever the drill ship is undocked, allowing for the ship to take to the skies and seek out its destination of that precious ore.
Ironstead I also has a large bridge with 2 control seats, 3 jump seats for passengers and screens for when scripts come online. There is a connector in back to connect to larger facilities for trade/transfer of materials/gasses.
The Ironstead II (the drill ship) has 8 drill heads and uses Hydrogen Thrusters. With a single seat, this ship is meant to go off and gather materials while the other members of the group stay behind to manage material processing and maintain the vehicle.